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C++ Game Engine Programming

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  • 001. Motivations & Learning Outcomes.mp4
    16:28
  • 2D Game Engine with C++ and Lua.txt
  • 002. How to Take this Course.mp4
    02:58
  • 003. Project Technologies & Libraries.mp4
    22:05
  • 004. Linux Dependencies.mp4
    06:23
  • 005. macOS Dependencies.mp4
    02:35
  • 006. A Small Note for Windows Programmers.mp4
    03:39
  • 007. Compilation.mp4
    11:10
  • 008. Header & Implementation Files.mp4
    06:13
  • 009. Linking.mp4
    11:38
  • 010. Makefile.mp4
    08:35
  • 011. Lua Version & Lua Header Files.mp4
    04:47
  • 012. Compiling & Testing All Dependencies.mp4
    15:42
  • 013. Configuring Visual Studio on Windows.mp4
    34:21
  • 014. Library Binaries.mp4
    09:32
  • 015. Game Loop.mp4
    08:48
  • 016. Game Class.mp4
    18:05
  • 017. Creating an SDL Window.mp4
    15:45
  • 018. Polling SDL Events.mp4
    13:40
  • 019. Rendering our SDL Window.mp4
    06:50
  • 020. Fullscreen Window.mp4
    08:30
  • 021. Fake Fullscreen vs. Real Fullscreen.mp4
    03:53
  • 022. Drawing an SDL Rectangle.mp4
    06:40
  • 023. Double-Buffered Renderer.mp4
    02:32
  • 024. Loading PNG Textures.mp4
    10:14
  • 025. Object Movement & Velocity Vectors.mp4
    11:05
  • 026. Capping the Game Framerate.mp4
    15:19
  • 027. SDL Delay.mp4
    07:38
  • 028. Delta Time.mp4
    13:28
  • 029. Uncapped Framerate.mp4
    01:43
  • 030. Logger Class.mp4
    12:24
  • 031. Logger Class Implementation.mp4
    18:32
  • 032. Popular Logging Libraries.mp4
    04:40
  • 033. Source Subfolders.mp4
    05:12
  • 034. Makefile Variables.mp4
    12:26
  • 035. Creating C++ Objects.mp4
    15:23
  • 036. Examples of C++ Object Creation.mp4
    05:36
  • 037. Organizing Game Objects.mp4
    07:50
  • 038. Object Inheritance Design.mp4
    05:18
  • 039. Component-Based Design.mp4
    16:26
  • 040. Entity-Component-System Design.mp4
    22:09
  • 041. ECS Folder Structure.mp4
    21:02
  • 042. System Component Signature.mp4
    17:26
  • 043. Working with C++ Templates.mp4
    07:58
  • 044. Component Type Template.mp4
    10:41
  • 045. Exercise System Functions.mp4
    06:15
  • 046. Adding & Removing Entities from Systems.mp4
    08:13
  • 047. Operator Overloading for Entities.mp4
    10:40
  • 048. Component Pool.mp4
    11:30
  • 049. The Pool Class.mp4
    07:17
  • 050. Implementing the Pool Class.mp4
    13:45
  • 051. Registry Systems & Entity Signatures.mp4
    10:54
  • 052. Entity Creation & Management.mp4
    17:54
  • 053. Function Templates to Manage Components.mp4
    11:59
  • 054. Adding Components.mp4
    17:54
  • 055. Function to Add Components.mp4
    18:23
  • 056. Function to Remove Components.mp4
    07:10
  • 057. Templates as Placeholders.mp4
    07:54
  • 058. Implementing System Functions.mp4
    29:40
  • 059. Creating our First Entity.mp4
    11:21
  • 060. Smart Pointers.mp4
    14:57
  • 061. Converting ECS Code to Smart Pointers.mp4
    11:44
  • 062. SDL Raw Pointers.mp4
    03:33
  • 063. Adding our First Components.mp4
    10:05
  • 064. Exercise Entity Class Managing Components.mp4
    17:49
  • 065. Entity Class Managing Components.mp4
    07:25
  • 066. A Warning About Cyclic Dependenciesb.mp4
    02:19
  • 067. Movement System.mp4
    16:02
  • 068. Movement System & Delta Time.mp4
    03:29
  • 069. Render System.mp4
    17:27
  • 070. Managing Game Assets.mp4
    13:55
  • 071. The Asset Store.mp4
    23:41
  • 072. Displaying Textures in our Render System.mp4
    20:28
  • 073. Exercise Displaying the Tilemap.mp4
    08:18
  • 074. Displaying the Tilemap.mp4
    15:06
  • 075. Rendering Order.mp4
    17:48
  • 076. Sorting Sprites by Z-Index.mp4
    16:21
  • 077. Animated Sprites.mp4
    06:34
  • 078. Animation System.mp4
    27:42
  • 079. Entity Collision Check.mp4
    18:14
  • 080. Implementing the Collision System.mp4
    27:55
  • 081. Exercise Render Collider Rectangle.mp4
    02:21
  • 082. Render Collider Rectangle.mp4
    06:08
  • 083. Killing Entities & Re-Using IDs.mp4
    09:59
  • 084. Implementing Entity Removal.mp4
    20:00
  • 085. Introduction to Event Systems.mp4
    11:26
  • 086. Event System Design Options.mp4
    12:40
  • 087. Starting to Code the Event System.mp4
    10:50
  • 088. Event Handlers.mp4
    30:37
  • 089. Emitting Events & Subscribing to Events.mp4
    19:23
  • 090. Exercise Key Pressed Event.mp4
    03:31
  • 091. Implementing the Key Pressed Event.mp4
    07:32
  • 092. Event System Design Patterns.mp4
    06:27
  • 093. Keyboard Control System.mp4
    21:17
  • 094. Camera Follow System.mp4
    23:59
  • 095. Sprites with Fixed Position.mp4
    06:08
  • 096. Camera Movement for Colliders.mp4
    03:04
  • 097. Projectile Emitter Component.mp4
    05:20
  • 098. Health Component.mp4
    32:03
  • 099. Projectile Duration.mp4
    14:21
  • 100. Exercise Shooting Projectiles.mp4
    03:06
  • 101. Shooting Projectiles.mp4
    13:27
  • 102. Tags & Groups.mp4
    11:19
  • 103. Optimizing Access of Tags & Groups.mp4
    05:48
  • 104. Implementing Tags & Groups.mp4
    22:49
  • 105. Projectiles Colliding with Player.mp4
    18:58
  • 106. Projectiles Colliding with Enemies.mp4
    04:29
  • 107. Error Checking and Validation.mp4
    05:20
  • 108. Data-Oriented Design.mp4
    18:20
  • 109. Avoiding Data Gaps.mp4
    07:29
  • 110. Packed Pool of Components.mp4
    20:58
  • 111. Coding Packed Pools of Data.mp4
    31:03
  • 112. Checking for Null Pool.mp4
    01:54
  • 113. Array of Structs vs. Struct of Arrays.mp4
    14:21
  • 114. Cache Profiling with Valgrind.mp4
    10:17
  • 115. Popular ECS Libraries.mp4
    15:29
  • 116. Adding Fonts to the Asset Store.mp4
    13:04
  • 117. Render Text System.mp4
    27:00
  • 118. Exercise Display Health Values.mp4
    03:11
  • 119. Rendering Health Values.mp4
    20:25
  • 120. Introduction to Dear ImGui.mp4
    18:21
  • 121. Dear ImGui Demo Window.mp4
    24:18
  • 122. Immediate-Mode GUI Paradigm.mp4
    19:40
  • 123. Render GUI System.mp4
    17:58
  • 124. Button to Spawn Enemies.mp4
    15:18
  • 125. Exercise Customizing New Enemy.mp4
    07:14
  • 126. Custom Enemy Values with ImGui.mp4
    33:36
  • 127. Killing Entities Outside Map Limits.mp4
    08:26
  • 128. Flipping Sprites on Collision.mp4
    17:25
  • 129. Exercise Keep Player Inside the Map.mp4
    01:44
  • 130. Keeping the Player Inside the Map.mp4
    03:37
  • 131. Culling Sprites Outside Camera View.mp4
    10:40
  • 132. Do Not Cull Fixed Sprites.mp4
    01:42
  • 133. Game Scripting.mp4
    15:11
  • 134. The Lua Scripting Language.mp4
    08:40
  • 135. Lua State.mp4
    22:44
  • 136. Reading Lua Tables.mp4
    13:08
  • 137. Lua Functions.mp4
    16:33
  • 138. Level Loader Class.mp4
    19:44
  • 139. Reading Assets from a Lua Table.mp4
    27:12
  • 140. Reading Entities from a Lua Table.mp4
    21:21
  • 141. Handling Multiple Objects in a Lua Level.mp4
    08:32
  • 142. Scripting Night-Day Tilemap.mp4
    12:37
  • 143. Scripting Entity Behavior with Lua.mp4
    09:54
  • 144. Script System.mp4
    13:58
  • 145. Lua Bindings.mp4
    18:22
  • 146. Binding Multiple Lua Functions.mp4
    12:15
  • 147. Loading Different Lua Levels.mp4
    03:53
  • 148. Division of C++ & Lua Code.mp4
    04:49
  • 149. Next Steps.mp4
    06:25
  • code.zip
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    C++

    Students take courses primarily to improve job-related skills.Some courses generate credit toward technical certification. Udemy has made a special effort to attract corporate trainers seeking to create coursework for employees of their company.
    • language english
    • Training sessions 149
    • duration 31:46:10
    • Release Date 2024/11/03