Index: mygame.cpp
===================================================================
--- mygame.cpp	(revision 4813066fb726b8c5141f75fc6d219816572233fe)
+++ mygame.cpp	(revision 1f63bdb4d9a429a14f2b325ba3681bde868f203c)
@@ -1,3 +1,2 @@
-// Include standard headers
 #include <stdio.h>
 #include <stdlib.h>
@@ -6,12 +5,9 @@
 using namespace std;
 
-// Include GLEW
 #include <GL/glew.h>
 
-// Include GLFW
 #include <GLFW/glfw3.h>
 GLFWwindow* window;
 
-// Include GLM
 #include <glm/glm.hpp>
 #include <glm/gtc/matrix_transform.hpp>
@@ -21,10 +17,7 @@
 #include "common/controls.hpp"
 
-int main( void )
-{
-	// Initialise GLFW
-	if( !glfwInit() )
-	{
-		fprintf( stderr, "Failed to initialize GLFW\n" );
+int main(int argc, char* argv[]) {
+	if (!glfwInit()) {
+		cerr << "Failed to initialize GLFW" << endl;;
 		getchar();
 		return -1;
@@ -41,6 +34,6 @@
   // Open a window and create its OpenGL context
   window = glfwCreateWindow(mode->width, mode->height, "My Space Game", glfwGetPrimaryMonitor(), NULL);
-	if( window == NULL ){
-		fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
+	if (window == NULL) {
+		cerr << "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials." << endl;
 		getchar();
 		glfwTerminate();
@@ -53,5 +46,5 @@
 	glewExperimental = true; // Needed for core profile
 	if (glewInit() != GLEW_OK) {
-		fprintf(stderr, "Failed to initialize GLEW\n");
+		cout << "Failed to initialize GLEW\n" << endl;
 		getchar();
 		glfwTerminate();
@@ -221,8 +214,6 @@
   do {
 
-    // Clear the screen
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-    // Use our shader
     glUseProgram(programID);
 
@@ -232,12 +223,4 @@
     glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.0f);
 
-    // Camera matrix
-    /*
-    glm::mat4 View       = glm::lookAt(
-								glm::vec3(4,3,-3), // Camera is at (4,3,-3), in World Space
-								glm::vec3(0,0,0), // and looks at the origin
-								glm::vec3(0,1,0)  // Head is up (set to 0,-1,0 to look upside-down)
-						   );
-    */
     glm::mat4 View = getViewMatrix();
 
