<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Object-Oriented Programming on Ikwuka Okoye</title><link>https://ikwukao.dev/tags/object-oriented-programming/</link><description>Recent content in Object-Oriented Programming on Ikwuka Okoye</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Tue, 11 Aug 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://ikwukao.dev/tags/object-oriented-programming/index.xml" rel="self" type="application/rss+xml"/><item><title>Building Asteroids with Python and Pygame: From Game Idea to Playable System</title><link>https://ikwukao.dev/journal/building-asteroids-with-python-and-pygame/</link><pubDate>Tue, 11 Aug 2026 00:00:00 +0000</pubDate><guid>https://ikwukao.dev/journal/building-asteroids-with-python-and-pygame/</guid><description>&lt;h2 id="building-asteroids-with-python-and-pygame-from-game-idea-to-playable-system"&gt;Building Asteroids with Python and Pygame: From Game Idea to Playable System&lt;/h2&gt;
&lt;p&gt;Small games are deceptively useful engineering projects.&lt;/p&gt;
&lt;p&gt;They may contain only a few objects on screen, but those objects introduce many of the same problems found in larger software systems: state management, object lifecycles, input handling, timing, rendering, collision detection, and the need to keep individual components understandable as the codebase grows.&lt;/p&gt;
&lt;p&gt;The Asteroids project was built as an opportunity to explore those problems through a compact interactive system using Python and Pygame.&lt;/p&gt;</description></item><item><title>Asteroids</title><link>https://ikwukao.dev/projects/asteroids/</link><pubDate>Sat, 18 Jul 2026 00:00:00 +0000</pubDate><guid>https://ikwukao.dev/projects/asteroids/</guid><description>&lt;hr&gt;
&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Asteroids is a classic arcade-style space shooter rebuilt from the ground up in Python using Pygame.&lt;/p&gt;
&lt;p&gt;The project focuses on the fundamentals behind interactive 2D applications: managing a real-time game loop, responding to user input, updating object state, detecting collisions, and rendering a constantly changing scene at a consistent frame rate.&lt;/p&gt;
&lt;p&gt;Rather than relying on a game engine to handle the underlying mechanics, the project provides a practical exercise in understanding how those systems fit together.&lt;/p&gt;</description></item></channel></rss>