SSSnakes – a game for the next Ebook
I’ve done a snake game in the past for About. That’s the picture and today I’ve uploaded it complete with source to Github. The thing with snake is, everyone knows it, its old hat and not particularly exciting.
Back in the early 80s the same was true about Breakout games. It was a common trope for game programming, bouncing a ball off a bat to break through a wall.
But then in 1987 along came the Arkanoid game which could be best described as Breakout re-imagined. More balls, special bricks when when hit gave different features. It made Breakout games cool again for a few years.
So Ssnakes, is my name for a re-imagined snake game. We’ll throw away losing your life when the snake hits a wall or itself. Only if your snake runs out of space is it dead, or if it is killed by an enemy. And as it travels around it picks up food which gives it energy. You can burn this energy is making it longer, moving faster or .. spawn off a new snake! Also you can attack enemy snakes – spitting venom directly ahead or sinking fangs into an enemy body if your snake’s head is next to it.
Having 2, 3 or 4 snakes on the go will make it a bit more stressful to control. You only lose a life when you only have one snake left in play and you lose it.
Plus instead of a plain empty arena there will be a few static objects in it.

So my demo program runs fine when I run it from the terminal. It creates a SDL Window and blits lots of numbers, but if I try to start it in the debugger, it gets to this function and fails in the SDL_CreateWindowAndRenderer.
My Linux rewrite continues with progress as far as chapter 38.
I’ve used diff and merge tools since the year dot. They let you compare two files and see on what lines they differ. You can also copy individual or blocks of lines from one to the other; that’s the merge. My all-time favourite was the commercial Araxis Merge which did a three way comparison and could be controlled by COM. I did this to compare two code bases.


Match Three games have been around for the best part of a decade and have a basic mechanic of swapping two adjacent pieces to make a line up of three, four or five pieces which get removed.
What makes possible all of the fast graphics in SDL2 is really one instruction.