We began the project with a sample file included with the devkit, which demonstrated controller input by moving simple squares on-screen. We modified this foundation to represent Pong paddles, adjusting size, colour, and position. The ball was implemented using the same sprite-drawing utilities, with research into the graphics API revealing that ‘fillOval’ could be used to create a true circular ball rather than a placeholder square. Once the core objects were drawn, we wrote the Pong logic in standard C++, handling ball velocity, collisions, and paddle interaction through basic mathematics. This ensured the game behaved as expected, with responsive input from the DualSense controller driving the core gameplay loop.
