SOME UNIQUE C++ CODE! // Pacman Clone Code Review

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  • Опубликовано: 26 сен 2024
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Комментарии • 536

  • @TheCherno
    @TheCherno  Год назад +71

    Code Reviews are back! Hope you guys enjoyed this episode ❤
    Don’t forget you can try everything Brilliant has to offer-free-for a full 30 days; visit brilliant.org/TheCherno. The first 200 of you will get 20% off Brilliant’s annual premium subscription!

    • @nerdastics3987
      @nerdastics3987 Год назад +2

      i love that in c++, there isn't one single defined way of doing things. i mean, there are standards, but i love it that I can combine c-style code with object-oriented code without much of a problem. Its like using linux but in a programming language

    • @nerdastics3987
      @nerdastics3987 Год назад

      People who cancel the goto are the same ones who cancel the raw c-style pointer, they're just scared to deal with the low level stuff.

    • @nerdastics3987
      @nerdastics3987 Год назад

      although this is coming from me, someone who uses a heavily modified version of old-fashioned quake and doom's zone and hunk allocator with c++ objects

    • @nerdastics3987
      @nerdastics3987 Год назад

      anyone who says non-inlined functions are bad and reduce performance should read quake3's source code. That thing doesn't inline almost anything yet it could run at 333 fps on 1997 computers with pretty decent (even for today) graphics.... (which is better than some games today)

    • @nerdastics3987
      @nerdastics3987 Год назад

      out of all the horrid things EA has done, the EASTL is where they truly shine

  • @tobylerone007
    @tobylerone007 Год назад +347

    Writes a goto - "I'm probably going to get canceled for this." LOL

    • @samanthaqiu3416
      @samanthaqiu3416 Год назад +25

      I think the hate against goto is way overblown and uses like this help make the code more readable, not less. However this could also be solved with a scope guard

    • @Surf_Cat
      @Surf_Cat Год назад +3

      @@samanthaqiu3416 True, look at nginx. The code is littered with them at places for a reason.

    • @skeleton_craftGaming
      @skeleton_craftGaming Год назад +12

      If you go deep enough all loops are defined using goto.

    • @Asto508
      @Asto508 Год назад +21

      @@skeleton_craftGaming
      That's the "if you go deep enough, everything is just 0 and 1" argument. True, but not necessarily useful.

    • @therealvbw
      @therealvbw Год назад +7

      ​@@Asto508 It does at least prove that the end result should be the same

  • @preludelight
    @preludelight Год назад +275

    When I worked at a "triple-a" game studio, we had a build system that would effectively produce what you were calling "unity builds" when producing non-debug builds. I can't remember the exact numbers, but it'd take around 3500ish cpp files and compile them in something like 8 to 10 translation units. It *drastically* reduced the amount of time spent linking, but took heaps of memory to accomplish. Debug builds just relied on incredibuild and spare cycles on artist's machines to compile quickly, but linking could be a real pain sometimes! Incremental building with edit and continue was a godsend.

    • @NolaanOne
      @NolaanOne Год назад +12

      That's the main reason you'd use unity builds. I've implemented one for a company where the builds were starting to take so long it would impact the development process.

    • @gmfCoding
      @gmfCoding Год назад +10

      I thought the apart of the point of having multiple cpp/translation units is that when you need to recompile it will only recompile files that have been modified?
      There for you save compilation time by only having to recompile the necessary files, say for example with the 3500 source files split of 8 final translation units.
      If you needed to modify one of those sources files it will now have to recompile 3500/8 (430) source files in-order to compile that one change source file?
      Does combining 3500 sources files into 8 translation units and linking them out way compiling 3500 source files into 3500 translation units and linking them?

    • @nytheris2848
      @nytheris2848 Год назад +9

      ​@@gmfCoding Compilation is faster than linking by a lot. I've played around with some C projects with hundreds of thousands of lines of code that compile in about 3 seconds and barely do any linking because they only use a single translation unit and include everything in the main.c file. In fact, one of my own projects used a single translation unit for a while, but as it grew, visual studio started to complain more and more. So I switched the whole thing to a bunch of separate translation units and it slowed the builds down by about 3 or 4 times, even if I had only made a change to one of the translation units.

    • @TurtleKwitty
      @TurtleKwitty Год назад +3

      @@gmfCoding That is the point yes, but for final release builds you tend to do a full clean build to ensure the compiler/linker can do all the optimizations and there's nothing can can possibly corrupt built files in the downtimes etc etc. Building less files makes a clean build faster so it's good for that final release build step, but yes incremental builds are better for small changes hence why they kept all the files seperate while working on it and only did the compress into less files for the release.

    • @NyanCoder
      @NyanCoder Год назад +1

      @@gmfCoding In the release builds most of the times you'll build the whole project just because the amount of changes is very big (and some header files when changes forces to rebuild a lot of object files), so unity builds in this case are more than preferred (cuz overall build would be much faster), but during the development when changes are small, non-unity builds are faster (it will take a little time after merges/pulls but in the rest of the time it'll build in seconds). But you know what? It depends. I think in some cases unity builds can be faster in both cases (but in the product where I used to work year ago it wasn't the case)

  • @adamploof3528
    @adamploof3528 Год назад +108

    Would definitely be interested to see your makeover of this clone and also a video on state machines in general. You got my vote for that.

    • @mattice9083
      @mattice9083 11 месяцев назад +2

      aye. and my axe

  • @aj-jc4cv
    @aj-jc4cv Год назад +166

    +1 for state machines, always looked quite cumbersome in Oop patterns books so would be good to see it done here.

    • @CallousCoder
      @CallousCoder Год назад +6

      Yeah state machines shouldn’t be done in OOP
      Most games therefor don’t need OOP.😂

    • @anon_y_mousse
      @anon_y_mousse Год назад +6

      @@CallousCoder I don't think it's so much the use of object orientation, but rather the overuse. Most game engines are giant bloated messes, but it doesn't happen in one go, it takes time for that cruft to build up.

    • @CallousCoder
      @CallousCoder Год назад +2

      @@anon_y_mousse absolutely agree.

    • @demonking2526
      @demonking2526 Год назад +5

      ​​@@CallousCoderI use OOP for state machines. The FSM I use uses Polymorphism to do state transitioning from one to another. Starts with a state base class, all necessary state classes derive from it. Then you have common virtual methods such as Enter, Exit, Update and Draw which are defined in base, then each derived class overrides those methods. OOP is EXTREMELY recommended for an FSM

    • @CallousCoder
      @CallousCoder Год назад +6

      ​@@demonking2526 It makes something that is so trivial unnecessarily complex and harder to test all paths properly.
      I am ditching the whole OOP mindset more and more, the older I get and going back to the old school procedural way. Which is cleaner, easier readably (maintainable) , faster and uses less memory. And most importantly for us, it's easy to prove something is correct.
      I usually deal with mission critical real time systems in energy/trading and medical. And OOP has been a pain to prove correctness in order to get things certified. Ditching OOP upped my (our) output significantly because it's trivial to prove correctness and timings. So screw OOP I will no longer use it unless it solves a real problem. Which usually it doesn't do, especially not in controlling hardware systems.
      But I like your thinking!

  • @Ruhrpottpatriot
    @Ruhrpottpatriot Год назад +221

    The goto usage at 17:15 is EXACTLY what a good goto is for: breaking out of nested loops. This removes the need for additional conditionals and probably outer loop variables.

    • @obinator9065
      @obinator9065 Год назад +17

      you're still a mad man if you use goto
      DON'T YOU DARE OR KAISER WILHELM WILL BE MAD

    • @propov1802
      @propov1802 Год назад +24

      Moving the SDL_PollEvents to it's own function that's a bool could do the trick too.

    • @qqshutup7175
      @qqshutup7175 Год назад +11

      I have never used SDL, but it can be condensed into:
      // any other more appropriate name
      bool PollEvents() {
      SDL_Event event{};
      while ( SDL_PollEvent( &event ) ) {
      if ( event.type == SDL_QUIT ) {
      return false;
      }
      // handle any event
      HandleEvent( event );
      }
      return true;
      }
      ...
      while ( PollEvents() ) {
      // game logic, rendering, etc...
      }

    • @Tsukinoura
      @Tsukinoura Год назад +4

      i was wondering in this case can't we just use return to exit the whole thing ?

    • @justgame5508
      @justgame5508 Год назад +8

      @@TsukinouraNo because some code still has to be executed before returning

  • @logank.70
    @logank.70 Год назад +13

    I do really enjoy the entire series of a section of code where it's not just "I think this is bad and for this reason" but you also get "and here is how I would do it along with why I would do it that way." I struggle with doing code reviews professionally because of the emotion people bring to my comments. I always explain the "why" and give examples of what they could do instead but it hasn't helped. For anybody having their code reviewed by others, either professionally or in this kind of setting, the reviewer isn't saying that YOU are bad. Your code is not an extension of you as a person. The thing that may be bad is the code. At the end of the day we all want well written code. We just disagree of what well written code is.

  • @dav1dsm1th
    @dav1dsm1th Год назад +39

    There's a relatively new option in VS, called "Sticky scroll", that makes reading nested code like this much easier (for those of us who like functions to have a single exit point). Its description is "Group the current scopes within a scrollable region of the editor window" with options to set the number of scopes to track and whether to prioritise the inner or outer scopes. It basically means you always know what class, loop, if(), etc. you are looking at without having to scroll backwards (or hover over the curly braces, like you used to have to). Thanks for the videos. Stay safe out there.

    • @AURORAFIELDS
      @AURORAFIELDS Год назад +3

      That is amazing! I definitely didn't know about this. Even though I'm not particularly fond of messy logic or functions with load of crud in them, sometimes you just inevitably end up with messy code as a result of really complex logic that is hard to pull apart. I'll definitely have some use for this~

    • @irishbruse
      @irishbruse Год назад +1

      Its in vscode too and its amazing so much better than the crumby breadcrumb bar

    • @anon_y_mousse
      @anon_y_mousse Год назад +1

      Neat, I guess. I use vim to edit code, so to keep something in mind like that, if I needed to, I would just create a split and scale it down to one line then scroll down. I suppose I could write a plugin to have it do so automatically and clean up as I leave a scope, but I don't tend to write 42 levels of nesting.

    • @Turalcar
      @Turalcar Год назад +3

      This might be me being a boomer (technically a millenial but whatever) but I prefer to write code that can be read with minimal intervention from the editor. (Syntax highlighting is ok, I guess).

    • @arijanj
      @arijanj Год назад +1

      This is usually called code context

  • @SolidSt8Dj
    @SolidSt8Dj Год назад +44

    My mind has been so poisoned that I thought "pacman" referred to the Arch package manager.

    • @yusinwu
      @yusinwu Год назад +8

      Once i was following a tutorial installing wine on my Ubuntu, I accidentally followed a tutorial written for Arch. At some moment i *sudo apt install pacman* in the terminal and the game poped up. Imagine my confusion as a Linux newbie!

    • @anon_y_mousse
      @anon_y_mousse Год назад +4

      I've been thinking about writing my own package manager, as I would like to implement my own OS, and I was considering calling it Tetris because the game involves packing misshapen blocks into tight spaces. Or would that be too evil?

    • @SolidSt8Dj
      @SolidSt8Dj Год назад +4

      @@anon_y_mousse Go for it.

    • @user-qv5ko8qk4r
      @user-qv5ko8qk4r Год назад +2

      Same and I was disappointed

    • @Ginto_O
      @Ginto_O 2 месяца назад

      that's funny but i had to dislike it sorry

  • @khatdubell
    @khatdubell Год назад +5

    "one might argue functions calls are bad because of performance, which is ridiculous in this case"
    Thank you.
    Far too many people try to argue this as a reason for having the longest functions known to man.

  • @Mobin92
    @Mobin92 Год назад +48

    Sometimes I don't understand the world anymore... Somebody can code a game clone that looks that good, but then they don't know how to use Git???

    • @lengors7327
      @lengors7327 Год назад +2

      Im gonna assume they were just trying to give cherno enough content for a lengthy video 😅

    • @Ruhrpottpatriot
      @Ruhrpottpatriot Год назад +11

      I have multiple colleagues who develop software for unmanned aerial systems which have specs that PCs had in the 80s and they are damn good at it, but their git repositories? Oh boy.

    • @Stroopwafe1
      @Stroopwafe1 Год назад +21

      They are 2 unrelated skillsets. Sure, they sometimes go hand-in-hand but someone who's good at git can be terrible with code, and someone who's good at code can be terrible with git

    • @ThatAnnoyingGuyOnTheInternet
      @ThatAnnoyingGuyOnTheInternet Год назад +9

      If you code just for yourself, as a hobby, there is no real need to use Git (or similar tool).
      "use this maingame v2 backup fixed.cpp" is a perfectly valid filename.

    • @Entropy67
      @Entropy67 Год назад +2

      I would say the lack of experience does show in the code (since everythings in header files lol), however this guy is truly great if he can navigate that code and write such a game. Just inexperienced for now...

  • @bfitzger2
    @bfitzger2 Год назад +6

    I first stumbled on the idea of grouping C++ files together for build speed around 2001, as a way to speed up Warcraft III builds (heavily templated, compilers of that era took forever). I called it bundle files, and then used it later internally to distributed shared libraries in source form instead of DLLs. And then years later I find out other people were calling it unity builds, and eventually Unreal put it into their build system, and so did Meson, so here we are.

  • @fireyblackdragon
    @fireyblackdragon Год назад +5

    About all the code being in header files:
    it looks like all of this could be properly split into header/source files, but it just reminded me of working with templates. You were SUPPOSED to write the header with template references, then write a source file for every possible data type that would be handed in. My library was more about storage, efficient access, all that fun stuff, so I literally didn't CARE what the internal data was because I didn't touch it. I found out that you were allowed to put code inside the header file to make it uniform across all implementations. so I just put ALL the code in the header. The IDE yelled at me for not having a source file, so I gave it an empty source file. The library worked fantastically, and I went on to use it in quite a few of my projects because it simplified handling things like unicode, pointer arrays, stuff like that.
    Is it RIGHT to do it like that? No. Was I planning on going back and doing it right? Never.

  • @lilgamerfrogmans
    @lilgamerfrogmans Год назад +12

    super interesting to see code formatted in such a way, as a learner id love to see a more proper conventional way. Looking forward to the state machine/refactor video!

  • @hackercat2
    @hackercat2 Год назад +2

    When you mentioned that whoever made this probably came from a different language like Java or C#, that made me chuckle. It really does look like they were trying to write C++ code in more or less exactly the same way as those other languages

  • @verminology9999
    @verminology9999 Год назад +6

    Definite yes to both tutorials you mentioned, especially the project to Visual Studio conversion. Would love to see it.

  • @nerdastics3987
    @nerdastics3987 Год назад +7

    y'know, when all is said and done, setting stuff up with gcc and make is much easier than setting up a project in visual studio

  • @yesntpittzant4156
    @yesntpittzant4156 Год назад +1

    I've been working on a game engine as a small hobby for some years and by accident, I included like this. I then stumbled upon weird linking errors and eventually dropped the project. It took me a year to understand c++ better and realize what I've done. It was such a pain in the ass to restructure the entire project. The Project is much better now and no more weird bugs, thank god

  • @douggale5962
    @douggale5962 Месяц назад

    This is called an "amalgamation." It is what you historically did to get the benefits of link time optimizations - the compiler can "see" everything, everywhere, all at once, making it "know everything". The full benefit only kicks in if you make all the stuff static - it can be sure that nobody else needs it, so it will know that it can recklessly inline tons of stuff that is used once. The other way is to give a compiler option that tells it that it's all one source file `-fwhole-program`. To be clear, I agree with your criticisms, 100%.

  • @hulakdar
    @hulakdar Год назад +10

    That type of project setup is quite similar to what Casey Muratori does on Handmade Hero

    • @ar_xiv
      @ar_xiv Год назад +9

      he's the king of no preemptive organization at all. keep the entire project structure in your head at once, understand all of it at once and at all times, don't make your life easier at any point :p

    • @sevi602
      @sevi602 Год назад

      @@ar_xiv What do you mean by that?

  • @londospark7813
    @londospark7813 Год назад +32

    Love the review, even though I'm not a C++ programmer in the slightest.
    Would love to see the state machine video that you suggest making. Maybe a refactoring series on your improvements/changes to a codebase as a game developer if you're up to it too?

    • @marcsh_dev
      @marcsh_dev 9 дней назад

      Ever get a State Machine video? I love state machines way too much. Theyre just always so useful in so many different situations.
      Im a long time game programmer, from graphics to gameplay to networking, and in all those, I have ended up using, often multiple, state machines per project,

  • @GammaSigma1234
    @GammaSigma1234 Год назад +2

    Yes please. A video on the refactoring of this code to make it beautiful and using a finite-state machine would be excellent. Thanks.

  • @nelsonperrin5800
    @nelsonperrin5800 Год назад +8

    Edit: Please ignore this comment, the author was confused with a feature from another language.
    Hello, there is an alternative to the goto used at 17:18.
    You can put a label before a while (or any loop statement) and used the instruction "break LABEL_NAME;" from any nested while to break the NABEL_NAME while.
    It also work with "continue LABEL_NAME;"
    I don't remember wich c++ revision impltemented this features.

    • @supercyclone8342
      @supercyclone8342 Год назад

      Oh, that's really good to know

    • @bamberghh1691
      @bamberghh1691 Год назад +5

      I don't think that named breaks are in C++, maybe you're confusing it with the Java's named breaks?

    • @nelsonperrin5800
      @nelsonperrin5800 Год назад +2

      @@bamberghh1691 I've been looking for a source for 20 minutes now, and indeed, this feature ("named break/continue") is present in various languages but not in any version of c++. I was convinced I'd seen this feature in an article about c++20 or c++23, I apologise for the confusion.

    • @Brad_Script
      @Brad_Script 8 месяцев назад

      breaking to labels only works in java and javascript

  • @2khz
    @2khz Год назад +9

    A git tutorial in increasing depth as the video progresses would be good. Starting with the basics like initialising a repo, configuring settings for the repo, adding files to the staging area, etc. Then moving up to branching making changes, merging back onto another branch, resolving conflicts, etc. That would make for a good video I think!
    There are videos like that already but they tend to drone on quite a bit. I think your style, presentation & way of explaining things in simple terms would make for a much more captivating and useful video for most people. :)

    • @TheExileFox
      @TheExileFox Год назад +1

      That really needs to include the awful pitfalls of things like "detached head" and other situations a beginner may struggle to resolve

    • @merlinwarage
      @merlinwarage Год назад

      I mean... git is pretty well documented with a lot of examples.

    • @2khz
      @2khz Год назад

      @@merlinwarage Lots of the documentation can be quite terse with regards to the technical jargon. I can't imagine a beginner understanding much of the terminology.

  • @eugenefoss2123
    @eugenefoss2123 Год назад +5

    Another way to avoid the double break is to move the update loop into a function and use return.

    • @XlearRetroWave
      @XlearRetroWave Год назад +1

      also surprised me. return is the only right way in this code situation

  • @guruware8612
    @guruware8612 Год назад +2

    "you KIND-OF just combine it all into LIKE a single file, a single KIND-OF c++ file,
    that then you send to the compiler as LIKE a single translation unit.
    so that is effectively KIND-OF of what we have here because these are the only KIND OF source code files"
    this is way too much 'kind-of' and 'like', so esp. for people who want to learn, it gets really hard to understand what the message is about - kind of :)
    files are files, if they are 'kind of' files a compiler will spit out lots of errors, or 'like kind-of' warnings
    kind-a-like-a

    • @atlantic_love
      @atlantic_love Год назад +1

      Agreed. The guy just blabbers and blabbers and doesn't really teach anyone anything.

  • @delicious_seabass
    @delicious_seabass Год назад +11

    Unity builds are actually pretty great; faster compile time and less files to manage. Personally though, I'm not a fan of using header files for unity builds, or for "single-header" libraries for that matter. I'm of the opinion that if you plan to include declarations along with definitions, then you should put that into a .c/.cpp, not .h file. That way, if someone else happens to take a look at the project, its abundantly clear that what you're doing is merging source into a single compilation unit. Even for just that embedded data (char array), I would have that as a separate .cpp file that gets included where necessary, but that's usually because I have a program I made that converts images and binary formats into C source that can be embedded into a project.

    • @sortof3337
      @sortof3337 Год назад +2

      i love single header libraries. this way I have single entry point into my library

  • @zch7491
    @zch7491 Год назад +6

    Why put everything in headers when you can put everything in main

  • @masheroz
    @masheroz Год назад +11

    Doing a walk through our setting up a VS solution is a very good idea!

  • @voltflake
    @voltflake Год назад +3

    23:00 better use guard if statements to reduce indention

  • @user-ge2vc3rl1n
    @user-ge2vc3rl1n Год назад +3

    The code you review almost always looks so simple and then when you dive into a C++ code base it's like night and day in terms of how complex C++ can get

    • @colleagueriley860
      @colleagueriley860 Год назад +1

      Not really complex, just abstract and dumb. A lot of C++ features cause both compile time and performance to worsen.

    • @user-ge2vc3rl1n
      @user-ge2vc3rl1n Год назад

      @@colleagueriley860 that's the same thing in different words.

    • @colleagueriley860
      @colleagueriley860 Год назад +1

      @@user-ge2vc3rl1n no, I’m saying complex is like memory/pointers. They’re complex but can be understood and have a rational purpose. Many C++ features are just pure bloat and have really poor syntax and a negative effect on performance

  • @owl_0001
    @owl_0001 7 месяцев назад +2

    can anyone tell me that what colour theme he is using pls?????

  • @3DWithLairdWT
    @3DWithLairdWT Год назад +7

    I'd love to see ECS architecture pacman

  • @alfsalte9493
    @alfsalte9493 Год назад +1

    It is a bad idea to put a method outside of the class but inside the header file. A header file should be able to include several times. Putting code outside of the class in the headerfile makes that header file essentially a code file and it can only be included once in your program. This is not a problem for this program since there is only one source file but normally we would rather have multtiple source files.
    Putting the code of the method in the class itself makes the method inlined and so it can be included in multiple files. You can achieve the same thing by writing
    inline RETURNTYPE CLASS::METHOD(ARGUMENTS) { CODE }
    I.e. have the keyword 'inline' in the declaration of the code but again it is cleaner to just put it in the class itself if it is a small method. Larger methods should always be placed in a separate source file with the same name as the class - and it is usually a good idea to have one headerfile for each class and one source file for each class where you place the methods that are not inlined. If a class have only inline functions and no static variables, then and only then can you have a headerfile without a sourcefile associated with it.

  • @GuiiTomazPereira
    @GuiiTomazPereira Год назад +2

    A detail, you really shouldn't prefer to use pragma once over ifndef. Ifndef is in the standard while pragma is compiler dependants.

    • @anon_y_mousse
      @anon_y_mousse Год назад

      True, though since gcc supports it I find it an acceptable method. Basically, any feature that gcc supports, since it's free and open source, I find acceptable because literally anyone can download and use it on nearly any platform, and there are cross compilers for gcc that can target some old and strange platforms which other compilers ignore.

    • @ezekieloruven
      @ezekieloruven Год назад

      Please name a compiler in industry use today that doesn't support pragma once. I'll wait.
      Pragma once is literally better supported than a lot of actual C++ standards.

  • @Abdo2000
    @Abdo2000 Год назад +3

    I think a video on creating a visual studio solution for a codebase would be very useful

  • @_Gecko
    @_Gecko Год назад +3

    Yes is it absolutely worth doing a git tutorial, please and thank you

  • @pringle285
    @pringle285 Год назад +2

    Would love to see you work through this turning it into a state-machine etc, definitely something I feel would be useful to watch the process of along with the logical steps to move from this to a well structured program.

  • @ivansirtautas2513
    @ivansirtautas2513 Год назад +3

    A state machine video will be great!, I will also love to see a "To OOP or nope, thats the question" video. Particularly when-yes/when-not (environment, kind of proyect, etc) kind of approach. BTW, I'm an embedded programmer (for hobby).

  • @sparkequinox
    @sparkequinox Год назад +1

    I loved this video so much I went in search of the follow up thinking this was an older video, so sad I have to wait.

  • @Stabby666
    @Stabby666 Год назад +1

    I've cloned Pacman for multiple platforms, including various mobile phones, microcontrollers, and Javascript. There are a few gameplay things that are missed here that I noticed immediately:
    Key-presses/joystick input should set the direction Pacman should try to move in next frame. If it cannot move in that direction it will continue in its current direction. Also it should never stop moving unless it hits a wall (and has no pre-loaded next direction). The ghosts actually have the same logic. Ghosts never reverse direction, unless a power pill has just been eaten.
    The ghost's eyes should point in the direction they're moving
    Pacman should stop briefly after eating a ghost, while the sound effect plays - it just make it feel better :)
    In this game the pills are being eaten before Pacman is actually centred over them, which is not quite correct - he should be centred over the pill before it's eaten as it feels better again :)
    The ghost patterns are wrong, but honestly I don't care about that. In the real game each ghost has its own logic.
    Nice submission though, keep it up!

    • @corellioncrusaderproductio4679
      @corellioncrusaderproductio4679 Год назад

      Even in the original, Pac-man doesn't eat the dot when centered. It's just eaten as soon as he enters the tile that contains a dot, similarly to how the ghost detection works. If you go frame by frame, you'll see it disappears from inside his mouth.

  • @prozacgodretro
    @prozacgodretro Год назад

    I have been programming for 30 years, and I still start my C programs in a similar way...
    I'll start out with one file main.c and then I'll add a header when I start to factor out chunks of code. But that header will contain the functions that I'm stripping... And then another file or two in a header... And then after about the fifth or sixth finalize break it all down into headers and c files. Absolutely drives one of my friends completely batty when he sees me doing this. It's like calm down most of my coat is a spike I don't care what happens to it next week :p

    • @colleagueriley860
      @colleagueriley860 Год назад

      C compiles so fast that you don’t even need a source files half the time. (Assuming you’re programming in an efficient way)

  • @wjrasmussen666
    @wjrasmussen666 Год назад +1

    Love to see the state machine. Also, the creating project you asked us to mention

  • @sukhvirtech
    @sukhvirtech Год назад +1

    yes cherno can you please make a detailed video on how to make vs solution if you only have code files and can you also explain how the cmake works and to make a vs solution from cmake as well

  • @heihei3946
    @heihei3946 Год назад +1

    My note: You have to declare all of your header files into a different cpp program and then declare .hpp inside it to make use of it not only in a single cpp file but also in other files....also as cpp has a top down aproach, it becomes compulsory to write the cpp header in an order,so it is probably not good to write headers inside a single file

  • @Beatsbasteln
    @Beatsbasteln Год назад +1

    omg, that was actually the first time i ever saw a good reason to use goto!

  • @Enigma1336
    @Enigma1336 Год назад +1

    A state machine would be very interesting.

  • @ilyasabi8920
    @ilyasabi8920 Год назад +2

    Surprisingly this code is smart in it's use of simple approach. Kinda like it ngl. If I don't have plans for reusability or shared code base why not just stop jumbling with header implementation duality. It's heretic I know but I'm an engineer I am practical by nature. If you know better there's no problem if you broke the rules in my book. Btw if you use -O2 or higher optimization compiler might decide to break or goto implicitly by dead code ellimination optimization, so right usage but obviously dangerous so heresy. 😅

    • @merseyviking
      @merseyviking Год назад

      In general I'm not against header-only type projects, but the thing that makes me pale is the reliance on #include ordering. That's incredibly fragile.

  • @redcollard3586
    @redcollard3586 Год назад +1

    Very very interested in the state machine stuff!!! Please bring it on.

  • @mauroadrianrivero9269
    @mauroadrianrivero9269 Год назад +1

    Love the review! ❤ I 'll wait with anxious the state machine

  • @oleksiistri8429
    @oleksiistri8429 Год назад

    I think this very easy and understandable architecture, and if you write some simple small project like this one, you do not need to divide it into separate translation units
    i written one plugin once in the same way )

  • @mytech6779
    @mytech6779 Год назад +4

    You should be using if def
    Pragma once is a Microsoft add on and not ISO standard because it is very poorly defined outside of the x86 desktop world and its typical directory structure.

  • @marekdorobczynski1727
    @marekdorobczynski1727 Год назад +1

    Im looking forward to see your way of doing state machine. Please don't forget to do it :)

  • @marcusdev
    @marcusdev Год назад +1

    When @TheCherno says "I will make a video about this" there is a 0.01% chance that its gonna happen

  • @chennebicken372
    @chennebicken372 Год назад +4

    Cherno Review Schema:
    1. Have a problem with the setup
    2. Starting to talk about it
    3. Stating "This shouldn't be a {Problem}-Tutorial" with the right Problem inserted
    4. Continue talking about it / Going on with the review

  • @wniawnia
    @wniawnia Год назад

    Not a programmer here (not a professional one at least). I'm a 2D artist and i feel like the talk about different languages in different situations is close to me too lol. How you implement all the basics and sctructure your work to become something new, interesting and unique, that works for the thing you're building is close to any creative endeavor.

  • @reductor_
    @reductor_ Год назад +4

    Missing that git tutorial link

  • @liningpan7601
    @liningpan7601 Год назад

    if you are worried about heap memory you should use smart pointers

  • @justadude8716
    @justadude8716 Год назад +1

    Wow this is just what I needed! I'm making a pacman clone myself.

  • @likewisepro
    @likewisepro Год назад +1

    Great achievement without abstraction or scalability. Thanks for the video. This is very educational.

  • @AndrewTSq
    @AndrewTSq 3 месяца назад

    The maps could be done with a byte representing 8 blocks of wall / space was my first thought. And the game should be so small that you only need a cpp file for everything.

  • @paligamy93
    @paligamy93 2 месяца назад

    I can't see the goto keyword as anything other than a really costly (in programmer hours) optimization in cpp.
    You're optimizing the exiting of the program which is probably fast enough. Certainly its going to be faster than starting the program.
    I had to check myself that goto calls destructors because I haven't found a need to use yet professionally but what's way more familiar is a function that returns instead of a goto that jumps. Essentially its the same thing except the moving of the stack frame so any time you're using a goto consider a function/lambda instead.
    In that world you might feel like you don't want to be passing around/capturing tons of varaibles.
    This is also where using a class with a run function might feel too java-esque but does give you "private global access" to the variables of that class to those functions making the abstraction to a function with a return more reasonable.
    Is it slower? Yeah. moving the stack frame, this-> indirection causing a cache-miss etc. But engineering is about trade-offs and if this is a project you don't want to throw away its always worth it to take a step back and ask how it could be easier on your future self 4 years down the line.

  • @nemerly6315
    @nemerly6315 8 месяцев назад +1

    Why did you decide to change from a string to char array ? 6:32

  • @Riacho_lol
    @Riacho_lol Год назад +2

    Great video! I'm excited for the state machine.

    • @indierusty
      @indierusty Год назад

      Yes that will be great too.

  • @dangerale
    @dangerale Год назад

    "You know, you could technically use a GOTO here ... I know I'm going to get cancelled for this" 😆

  • @Switchboy1
    @Switchboy1 Год назад +1

    Why not just call the quit function and return 0 right when the quit event happens [as it is in main()]? No need to break the two while loops that way or use a goto.

  • @davidpetrovic6624
    @davidpetrovic6624 Год назад

    Yes definitely interested in state machine and improvements to this project.

  • @ipizza9941
    @ipizza9941 Год назад

    Hey, please do make a visual studio setting up/ configuration type video. I have always thought Visual studio was kinda complex but watching you use it I wanna use it but it would be great to watch how you have/set up a project.

  • @terry-
    @terry- Год назад +1

    Great! Did the State machine video got done?

  • @realcygnus
    @realcygnus Год назад +1

    Nifty clone for sure & the possible ways to clean it up were well stated imo. & I'm Defo for the state machine vid.

  • @ArduinoHocam
    @ArduinoHocam 10 месяцев назад

    nested loops are NOT only bad for the developers, they are also bad for machines in terms of computation : for instance they might cause a poor performance on the branch prediction unit.

  • @irfanjames6551
    @irfanjames6551 Год назад

    Finally the State Machine video.
    I'm working on something same, so
    Honestly I would love, you making this little project better;

  • @scriptles
    @scriptles Год назад +2

    Cherno, it would be nice to see you do a Git tutorial. I understand it enough to do some basic stuff but it gets real dicey real quick where I am unsure if I am going to screw something up real quick. Like I can do basic push/pull/commit.

    • @toby9999
      @toby9999 Год назад

      Yeah, Git is a nightmare when used for anything more than you described. I've been struggling with it for two years since we switched from SVN.

  • @ruchanadguzel1237
    @ruchanadguzel1237 Год назад +1

    man we need cmake tutorial from you, youtube is not enough

  • @art4eigen93
    @art4eigen93 Год назад +1

    Hi, Great content in the history of C++ as always. Just one thing, your volume needs ++ a bit.

  • @glee21012
    @glee21012 Год назад +4

    At 17:00, the dreaded 'goto' statement. A reminder to the computer science zealots, branch statements are used in assembly all over the place by the compiler, aka a 'goto' statement. I use them when it simplifies the code, like in drivers, etc.
    I won't cancel you. 😆

    • @dysfunc121
      @dysfunc121 Год назад

      Would you want somebody working on your own systems (not you yourself) to have this energy when they work on your codebase?

    • @merseyviking
      @merseyviking Год назад +2

      Just because assembly has the equivalent of goto, it doesn't mean your higher-level language should use them. If you want to use all the features of assembly, program in assembly.

    • @glee21012
      @glee21012 Год назад

      @@merseyviking yes it’s far easier to exit a complex state environment with overly complicated if, then, else, flags to break out loops. I only use a goto statement when it’s deliberate, makes it easier to read the code. Your argument is rubbish. I’ll code the way I do, you do you . I don’t care.

    • @glee21012
      @glee21012 Год назад

      @@dysfunc121 I have absolutely no idea what you are talking about.

    • @dysfunc121
      @dysfunc121 Год назад

      @@glee21012 I'm asking would you want people working under you who do not know everything you might to use it. You had absolutely no idea what was meant? Even if it wasn't clear to you, it's plain English, how do you solve hard problems when you do not understand?

  • @KurtVanBever
    @KurtVanBever Год назад

    State-Machine: absolutely!
    The next dev on the job will thank you.

  • @2teaspoon
    @2teaspoon Год назад +1

    Thank you for such great content! Can't wait to see this exciting state machine approach!!

  • @aloluk
    @aloluk Год назад +6

    Its actually bad practice to assume data is initialised as 0 because it only happens on debug builds. Hidden bugs waiting to happen.

    • @aloluk
      @aloluk Год назад +2

      And I'm telling you off chemo for telling people to rely on it. That's my code review.

  • @rafazieba9982
    @rafazieba9982 3 месяца назад

    You don't need to use "goto" to break from two loops. Use "return". Create methods (functions) and use "return". Forget about single return per method.

    • @lassebrustad
      @lassebrustad 2 месяца назад

      extract code into function/method and return within that should work fine, but not as the project was written, because it's directly in the main, which is the first problem I would solve, even tho I'm not a C++ programmer. I'm more like a web/JS/TS programmer

  • @xTriplexS
    @xTriplexS 9 месяцев назад

    The second I saw the hanging braces I was like "yup, Java dev"

  • @Jmvars
    @Jmvars Год назад

    If I recall correctly, the ghosts get scared of you when you get the ghost eating orby thingy.

  • @mitchwar2065
    @mitchwar2065 Год назад

    I had been searching for a good example to show people when to use "goto" in C++ for a while now and this clears it up. Teaching us new ways to use the language every video !

  • @danielgospodinow
    @danielgospodinow Год назад

    I'm looking forward to the state machines video! Can you quickly mention all the ways to solve deeply nested code, as the one in Terraria? One common strategy I use is having guard statements.

  • @bishboria
    @bishboria Год назад +1

    I thought state machine too as soon as I saw the nested-ifs. Interested if you implement it via polymorphism or some other way.

  • @bfitzger2
    @bfitzger2 Год назад +1

    My first published game (1981, Apple II) was called Taxman, and it was a pitch-perfect clone of Pacman (got me sued by Atari and an article in Byte, so that balanced out), so, yeah, this guy only missed a few things; pretty good at the game level, maybe not at the code level. But game >> code always, so this guy gets plus points.

  • @echoness_
    @echoness_ Год назад +1

    The moment .rar shows up we know this is going to be legendary.

  • @mr.anderson5077
    @mr.anderson5077 Год назад

    need an urgent refresher on setting up projects using cmake and cmakelists

  • @csanderse
    @csanderse Год назад

    I haven’t programmed C++ in anger for years and just moved from objective c to swift and I must say I miss c++ actually I miss what we used to do with KR C but that was a different time and now I sound like a very old man

  • @shriram5494
    @shriram5494 Год назад +1

    why const char[] instead of constexpr std::string?

  • @gianni50725
    @gianni50725 Год назад

    2:26
    You can tell it's not correct because they chase pac-man directly instead of scattering first. Maybe they wanted to make the game harder but not sure

  • @jonweinraub
    @jonweinraub 4 месяца назад

    As someone that thinks I may rubbish decisions constantly I love to see how I would do something verse how you would. Maybe this game isn’t an example of this but a lot of my side projects balloon up with new ideas and all of a sudden I have a terrible multi hundred line function. Or at work marketing will ask for x and engineering will ask for y. Time constraints and stupid deadlines results in spaghetti.
    So yes I want to see it properly.

  • @buddgaf1304
    @buddgaf1304 Год назад

    i just learned why ALLL the C++ I've written has been such a nightmare. i was using headers like this guy.

  • @ewhitest
    @ewhitest Год назад

    Thank you for promoting goto in cases it makes things simpler and easier to read.

  • @TheFeralEngineer
    @TheFeralEngineer Год назад

    funny you mention the dreaded goto and how you'd get cancelled for using it. I program CNC machinery, which in a lot of cases uses goto as the only source of flow control for conditional logic.
    basic example:
    IF [#100EQ1.] GOTO 10
    (stuff)
    ...
    ..
    .
    N10 (Line number to jump to in the event of variable #100 being equal to 1)
    only recently have some CNC controllers adapted THEN and ELSE for IF conditionals and there's no other way to break out of a WHILE loop other than satisfying the condition or using a GOTO to jump to a line outside of the scope of the loop. I started building CNC machines with a software called LinuxCNC during pandemic, where the programmers REFUSE to add goto for in-program flow control in conditional statements, but also have never added any other way to break out of a loop or jump to a different part of a program. Meanwhile, their source code is PACKED with goto statements. It's absolutely maddening! 😂😂

  • @Memer474
    @Memer474 Год назад +1

    What theme are you using??? It’s really good

  • @mustafasabir12
    @mustafasabir12 Год назад

    There is one bug in the game, in the original pacman as soon as you eat the orb, the octopus start running away from you (awareness that they can now be eaten). Which is not happening in the code above.

  • @hsavietto
    @hsavietto Год назад +1

    "WinRar (Evaluation copy)"
    You don't pay for WinRar? I'm shocked! SHOCKED!

  • @FrizzyTrademark
    @FrizzyTrademark 5 месяцев назад +1

    I’ve never programmed in C(++/#) but oh well looks interesting enough for me

  • @takis76
    @takis76 Год назад

    At 1:45 - Yes, show us how can install all of these libraries. SDL, SFML, Allegro not only in Visual Studio but in other IDEs too. (I mean C++ IDEs and compilers) For example CODE:BLOCKS.