Adonthell
0.4
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00001 /* 00002 $Id: mainpage.dxt,v 1.4 2002/12/15 17:23:30 ksterker Exp $ 00003 00004 Copyright (C) 2001 Alexandre Courbot 00005 Copyright (C) 2001 Kai Sterker 00006 Part of the Adonthell Project http://adonthell.linuxgames.com 00007 00008 This program is free software; you can redistribute it and/or modify 00009 it under the terms of the GNU General Public License. 00010 This program is distributed in the hope that it will be useful, 00011 but WITHOUT ANY WARRANTY. 00012 00013 See the COPYING file for more details. 00014 */ 00015 00016 00017 /*! 00018 \mainpage 00019 \section intro Welcome to the Adonthell Programmer's documentation 00020 Writing a Role Playing Game from scratch is a huge undertaking and requires the 00021 active help of quite a few people. But the further we progress in coding, the 00022 harder it will be for new programmers to join in, simply because of the large 00023 amount of code that has accumulated over the years. This is the point where 00024 this manual comes in: its purpose is to show you the way around Adonthell's 00025 code base and some of the important underlying concepts. 00026 00027 In case you are not so much interested in programming for Adonthell but rather in 00028 creating %game content you should take a look at the <A 00029 HREF="http://adonthell.linuxgames.com/download/documentation.shtml">Designer's 00030 documentation</A> instead. 00031 00032 \section overview Overview 00033 Apart from the pure API documentation, which contains the interface description 00034 of the different classes and shows how they interact, there are a few chapters 00035 about general issues. 00036 00037 The \ref page1 gives an overview about the engine's foundamentals. Programming 00038 languages, source code organization and such. Before you dive into the code, 00039 have a look at this for the basics. 00040 00041 Of similar importance -- if you want to lend a hand to the coding -- are the 00042 \ref page2 . They include indentation rules, naming conventions and a few 00043 other odds and ends that shall help to give the code of different programmers 00044 a similar shape to make it easier to read. 00045 00046 Once you understand the basics, you might want to explore specific parts of the 00047 engine in more detail. As many parts of the %game are divided into several classes, 00048 these chapters are there to give a first overview how they work and interact. 00049 - \ref page3 00050 - \ref page4 00051 - \ref page5 00052 - \ref page6 00053 - \ref page7 00054 - \ref page8 00055 - \ref page9 00056 */