There are better SDL tutorials from the 90's.
There are better SDL tutorials from the 90's.
Would you mind reviewing https://news.ycombinator.com/newsguidelines.html and taking the spirit of this site more to heart? If you know more than others, the thing to do here is not to put others down, but to offer some of what you know, so we all can learn. Or you can ask about why they did X rather than Y. Perhaps they also know quite a bit, and chose X for an interesting reason.
Honestly, if you're going to be so critical you should suggest the tutorial should use Vulkan instead of OpenGL, but wait neither of those support all gaming platforms so you have to write a low level API wrapper for Metal and DirectX12 as well, then write a shader translator... Etc. The gap is large between a toy engine and a commercial engine, but there are a lot of fun games you can make with a toy.
i'll address that things when needed but the project has like 500 lines, don't think that momment is now, to be honest...
Anyways, thanks for your support, lovely fellow
One thing to remember is the act of coding is a bit different from architecting a program. If you are unsure of how it is going to work it is probably not going to work and as your program grows in size will become unmanageable as you continually have to rewrite it to take things into account that you didn't plan on. It helps to become familiar with design patterns and to pseudocode the overall structure. Expressing your desired architecture into code is a big enough challenge without trying to do it at the same time.