Adonthell  0.4
mainpage.dxt
1 /*
2  $Id: mainpage.dxt,v 1.4 2002/12/15 17:23:30 ksterker Exp $
3 
4  Copyright (C) 2001 Alexandre Courbot
5  Copyright (C) 2001 Kai Sterker
6  Part of the Adonthell Project http://adonthell.linuxgames.com
7 
8  This program is free software; you can redistribute it and/or modify
9  it under the terms of the GNU General Public License.
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY.
12 
13  See the COPYING file for more details.
14 */
15 
16 
17 /*!
18  \mainpage
19  \section intro Welcome to the Adonthell Programmer's documentation
20  Writing a Role Playing Game from scratch is a huge undertaking and requires the
21  active help of quite a few people. But the further we progress in coding, the
22  harder it will be for new programmers to join in, simply because of the large
23  amount of code that has accumulated over the years. This is the point where
24  this manual comes in: its purpose is to show you the way around Adonthell's
25  code base and some of the important underlying concepts.
26 
27  In case you are not so much interested in programming for Adonthell but rather in
28  creating %game content you should take a look at the <A
29  HREF="http://adonthell.linuxgames.com/download/documentation.shtml">Designer's
30  documentation</A> instead.
31 
32  \section overview Overview
33  Apart from the pure API documentation, which contains the interface description
34  of the different classes and shows how they interact, there are a few chapters
35  about general issues.
36 
37  The \ref page1 gives an overview about the engine's foundamentals. Programming
38  languages, source code organization and such. Before you dive into the code,
39  have a look at this for the basics.
40 
41  Of similar importance -- if you want to lend a hand to the coding -- are the
42  \ref page2 . They include indentation rules, naming conventions and a few
43  other odds and ends that shall help to give the code of different programmers
44  a similar shape to make it easier to read.
45 
46  Once you understand the basics, you might want to explore specific parts of the
47  engine in more detail. As many parts of the %game are divided into several classes,
48  these chapters are there to give a first overview how they work and interact.
49  - \ref page3
50  - \ref page4
51  - \ref page5
52  - \ref page6
53  - \ref page7
54  - \ref page8
55  - \ref page9
56 */