Yeah I remember that Android pretty good had documentation and tutorials about the native-activity. It was not really advertised, more of "do this if you really want to" kind of feature. But it worked perfectly.
It depends a little bit on how comfortable you are with the platform and the technologies used in the codebase. Generally speaking you would look for the entrypoint into the application.
For Hockey Slam you can look for the entrypoint in Windows:
Then start tracing through, looking at any function calls that look like they contain anything interesting. Additionally in this project you can jump straight to the entrypoints of the game code:
Another way would be to look at the files and see if anything catches your interest, for example if you want to learn about the UI system, you could look at how a button is defined:
Fabien Sanglard has great articles on studying classic video game engines, and could be used as a guide on how to approach codebases:
https://fabiensanglard.net/quake2/index.php
> “If you wish to make an apple pie from scratch, you must first invent the universe” :)
This is something I posted on Casey's first handmade video, together with some counter arguments to his rant on the shortcomings of c++ and windows. He has since disabled comments.
Thanks! Finishing such a large project feels great and you learn a lot when you have to implement so much you take for granted when using things other people have built
Yes, congratulations on finishing the game! Also, thank you very much for sharing the story of making it. I'm more inspired than ever to keep dev logs for the little side projects I work on. It's important to keep track of progress, reflect on where you were early on, and see how far you've come.
You would have to write the platform code for iOS similarly to how the Android and Windows is written. The initial idea was to release it on iOS as well but at the end I didn't want to invest in buying a Mac, the license and the time to port it.
Edit: As for the release, I think it barely broke a couple of hundred downloads. I didn't do any real marketing and had no real goal of really getting the game out there as it was a learning experience for me first and foremost.
The HTTPS certificate expired on my privacy policy page and Google delists the app when that happens. After you renew they require that you resubmit the app and I didn't bother since there were barely any downloads then.