First Foray into SDL/OpenGL
sdltutorials.com
sdltutorials.com
Just some very quick code review:
1) you aren't initialising the TimeCatcher (strange variable name) to the start-time, so your very first tick will have an absolutely massive value. Its normal to set it to the GetTicks() on the first frame and then to not update it each move
2) its very buggy to be computing and storing the tile delta every frame; if frames are very close together (and can happen even on todays midrange-end hardware) your will get time precision problems which will make game time seem to go slow-mo. Its imperative that you store your 'start' time at the beginning, and then always work in a delta from that to the current time when ticking. You have to then treat all movement as having some specified start-time to interpolate from. This extra hassle is completely necessary.
3) Its not helping people learning from this example code that you use the legacy, deprecated fixed function pipeline. You really ought to use shaders and vertex attribute arrays from the very beginning; it will be massively less problems later, and you might save some poor souls from going down a blind alley.
3) indeed, but I was just interested in getting SDL+OpenGL to work together (from Go rather than C no less) -- from that point of course, it's shaders all the way down and no fixed-function pipeline as the author seems to be using
1) and 2) yes absolutely agreed. I'm aware of this but good thing you're pointing it out to other readers of the article.