Yeah I remember that Android pretty good had documentation and tutorials about the native-activity. It was not really advertised, more of "do this if you really want to" kind of feature. But it worked perfectly.
It depends a little bit on how comfortable you are with the platform and the technologies used in the codebase. Generally speaking you would look for the entrypoint into the application.
For Hockey Slam you can look for the entrypoint in Windows:
Then start tracing through, looking at any function calls that look like they contain anything interesting. Additionally in this project you can jump straight to the entrypoints of the game code:
Another way would be to look at the files and see if anything catches your interest, for example if you want to learn about the UI system, you could look at how a button is defined:
Fabien Sanglard has great articles on studying classic video game engines, and could be used as a guide on how to approach codebases:
https://fabiensanglard.net/quake2/index.php
I could have definitely used that and I'm surprised I didn't realise it when researching how to include shader code. Luckily my setup required very little work and with my system I could share snippets between GLES and GL.
Thanks! Finishing such a large project feels great and you learn a lot when you have to implement so much you take for granted when using things other people have built
You would have to write the platform code for iOS similarly to how the Android and Windows is written. The initial idea was to release it on iOS as well but at the end I didn't want to invest in buying a Mac, the license and the time to port it.
Edit: As for the release, I think it barely broke a couple of hundred downloads. I didn't do any real marketing and had no real goal of really getting the game out there as it was a learning experience for me first and foremost.
The HTTPS certificate expired on my privacy policy page and Google delists the app when that happens. After you renew they require that you resubmit the app and I didn't bother since there were barely any downloads then.
I wanted to include common code for all shaders in a simple way, but I was too lazy write a proper parser. So instead I used the C++ preprocessor and macros to include things from common shader code and combine them in the build step.
I am aware that I could extend vim with all the missing features, but that seems error-prone and not worth the time investment, since other editors have them out-of-the-box.
I tried out vim for a month or so. I did enjoy using it, although I'm not sure if using vim just feels more productive because you press more keys to do the same thing.
However multi-cursor editing and cutting whole lines in modern editors is way more conducive to my workflow and eventually stopped using vim.
Do vim users know if there was anything like Select next occurrence in vim? Feature discovery is not one of vims strong suites
EDIT: More specifically by multi-cursor editing I mean selecting multiple occurrences of a word, and then editing in place. For example selecting all occurrences of the word user -> (getUser, setUserId, variable declarations with user) and then replacing them with account. This can be done with vim but is nowhere near as fast, since every change needs to be done one-by-one.
Or selecting all the above occurrences, and pasting them somewhere for an interface declaration.
Care to elaborate? I've recently had to research E.164 and haven't come across this being mentioned. In fact I remember more sources claiming that the plus-sign is a required part of the format