One thing that is initially overlooked in game design is handling menus and levels within the user interface. However, we know that it’s always going to be, and is, a crucial part to any successful game, as it helps provide the user with an extra level of control and eases general flow. It’s just a case then of finding the code to do it.
This tutorial will cover a simple technique for handling state management with enums or “enumerated types“. If you have used state management or even just enums in C# before, then this will all feel very familiar to you. There are however some very subtle differences between the markup of the two languages. Continue reading Handling Game State Management in C++