Adonthell 0.4

mainpage.dxt

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 */