Started off slow, but made huge progress toward the end of the weekend.
As you can see the tanks are now half the size they were before. The earlier version was good for learning but impractical for an actual game. (Thanks for the tiny tanks, Jim!)
Most of the time was spent trying to implement a fractal terrain-generation scheme (based on this article) and draw that to the screen. Once that came together, I tore apart the old version of the game, put the tanks in their own class and tried to clean up the rest of the code a bit. It’s still a big mess, I wouldn’t want anyone else to try to read it, but it does work!
I’ve got the turrets moving now as the player changes aim, although I think there is some weird rounding happening somewhere that makes some of the angles look weird. Next I will try to re-implement the ballistics code.
Here’s some great links if you’re trying to get started with gp2x development, or SDL development in general. I referred to them many many times this weekend. I’m using Cone3D’s sprite class (which is sort of overkill since nothing really animates but I wanted to learn to use it), and Lazy Foo’s timer/frame limiter class.