Chapter 8 of the GFS beginner C++ tutorial, Pang! is now live and can be accessed here.
This chapter represents a bit of a break from the norm, in that it deals with code design more than it does actual SFML and game implementation. I actually had a great deal of fun writing this chapter, but the end result is very little usable code. There is a companion post to this one that illustrates much better use of SFML’s audio classes, that should be up shortly. That said, I think you could learn a great deal from this post, it may even alter the way you program!
Instead this post introduces the concept of design patterns and illustrates a way to de-couple your code, so you don’t end up littered with global and manager classes. It covers a concept that I have never seen covered by a game tutorial before, but then, there might be a good reason for that!
So give it a read and let me know what you think. Would you like to see more posts like this, or would you like me to focus on more implementation specific aspects?