Crash Course in Game Programming

I have a project "Computer Game Programming" which I am writing to introduce programming to possible students.


My approach is to have very simple code that does simple visual animation; then in the documentation describe in detail what the code does as I introduce the programming concepts that the code uses.

So instead of tutorial style to build up the code, as many younger students have a short attention span and will bail quickly, I deliver the working program and then break it down. If they run the demo and like what they see, maybe they will take some time to study the explanation.

Writing the course documentation is the challenge, I want to allow for someone with no prior knowledge of programming to "get it". I find that it's necessary to be highly redundant, in order to avoid ambiguity.

Let me know what you think. Any editing suggestions would be highly appreciated!

What a great project :)
Looking forward to see where it leads.

P.S. regarding your documentation.

Comparisons ...
Here are the symbols we use for comparison:
= indicates equality

In microScript the single = is for assingments, the equality comparison is a double ==

Additionally, <> does not express inequality. To do that, you need !=

Yes, thanks! Guess I was having a Pascal hangover :)

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