

(any and all suggestions/criticisms welcome). I am reasonably happy with the current collision detection and collision resolution code, but it is an area that I will continue to improve.
#ALL BRICK BREAKER GAMES HOW TO#
how to reflect the ball) between the ball and the bricks, the ball and the paddle and the ball and playing area boundaries. The part of the game that took the most effort (and time) was the collision detection and collision resolution (i.e. Unfortunately, this proved to not be the case. The main reason I chose to build a Break Out clone as my first game was that I thought this type of game would be simple and pretty quick to code. All of the drawing is done with color fill rectangle 'blits'. There are no off screen surfaces or bitmaps. I've kept the design of the game reasonably simple. Super Brick Breaker is also my first attempt at writing a game using DirectX and Visual C++ 6.0 (I've primarily been a Visual Basic, Delphi, 4GL programmer and database administrator). Super Brick Breaker is a clone of 'Super Break Out'. A game that I remember I really enjoyed playing. The game that came with the console was 'Super Break Out'. When I was a kid, my parents bought my brother and I an Atari 5200, our first game console.
