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Re:Ideas for Game Clones to Code (2012) by jenscow on Monday May 30, 2016 @06:32PM (#11803595)
Ping isn't the easiest - it uses physics and is 'real-time'.

Simon is the easiest, in my opinion. Simple logic and graphics.

Re:Ideas for Game Clones to Code (2012) by chipsy on Monday May 30, 2016 @07:31PM (#11803791)
I would say Pong approaches easiest for a game with real time graphics, though.

The difficulty of Pong depends to a large extent on how real you try to make the physics. For a classic-style implementation you flip some state bits to test a different axis depending on movement direction; all angles of travel and reflections are defined as a small LUT. The most complex test needed is the paddle boundaries.

Relying on LUTs and state machines to avoid complex behavior is the cheat that defines a lot of the early arcade games, however tutorials tend not to teach them in this way and just immediately dive into trig functions and AABB tests.