It doesn't teach you the basic concepts of programming, but it does illustrate many of them in action. Plus, unlike the vast majority of tutorials, it illustrates them in a non-trivial environment and actually illustrates how to structure your code. I find many people get stuck on abstract tutorials because, well, they are abstract. I also noticed that a lot of new game programmers were posting some god awful code and realized that was because they were basically starting from a tutorial that was often meant to illustrate a particular concept or library, then just adding their code on top. There were very few tutorials on making non-trivial programs.
I think for a lot people they just need to see something in action to understand it. The classic OO lesson of creating a base Animal class, then deriving dog and cat from it are all fine and nice, but this simply isn't code that has any purpose. This is what my tutorial addresses, it actually shows real world code, as you would model it in the real world. The one major downside though, and the reason most tutorials don't cover anything more than an abstract example is simple... space. The tutorial is already at 8 chapters, with 2 more about to be published and nowhere near complete.....
If you already understand configuring your IDE, aren't going to be using SFML or aren't using Visual Studio, you can start directly on Part 2 where the coding starts.
This post has been edited by Serapth: 03 November 2011 - 06:23 AM