Этот материал находится в платной подписке. Оформи премиум подписку и смотри или слушай C++ Game Engine Programming, а также все другие курсы, прямо сейчас!
Премиум
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    Motivations & Learning Outcomes
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    How to Take this Course
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    Project Technologies & Libraries
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    Linux Dependencies
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    macOS Dependencies
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    A Small Note for Windows Programmers
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    Compilation
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    Header & Implementation Files
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    Linking
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    Makefile
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    Lua Version & Lua Header Files
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    Compiling & Testing All Dependencies
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    Configuring Visual Studio on Windows
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    Library Binaries
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    Game Loop
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    Game Class
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    Creating an SDL Window
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    Polling SDL Events
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    Rendering our SDL Window
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    Fullscreen Window
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    Fake Fullscreen vs. Real Fullscreen
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    Drawing an SDL Rectangle
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    Double-Buffered Renderer
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    Loading PNG Textures
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    Object Movement & Velocity Vectors
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    Capping the Game Framerate
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    SDL Delay
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    Delta Time
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    Uncapped Framerate
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    Logger Class
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    Logger Class Implementation
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    Popular Logging Libraries
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    Source Subfolders
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    Makefile Variables
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    Creating C++ Objects
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    Examples of C++ Object Creation
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    Organizing Game Objects
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    Object Inheritance Design
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    Component-Based Design
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    Entity-Component-System Design
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    ECS Folder Structure
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    System Component Signature
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    Working with C++ Templates
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    Component Type Template
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    Exercise: System Functions
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    Adding & Removing Entities from Systems
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    Operator Overloading for Entities
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    Component Pool
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    The Pool Class
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    Implementing the Pool Class
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    Registry Systems & Entity Signatures
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    Entity Creation & Management
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    Function Templates to Manage Components
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    Adding Components
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    Function to Add Components
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    Function to Remove Components
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    Templates as Placeholders
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    Implementing System Functions
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    Creating our First Entity
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    Smart Pointers
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    Converting ECS Code to Smart Pointers
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    SDL Raw Pointers
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    Adding our First Components
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    Exercise: Entity Class Managing Components
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    Entity Class Managing Components
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    A Warning About Cyclic Dependencies
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    Movement System
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    Movement System & Delta Time
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    Render System
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    Managing Game Assets
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    The Asset Store
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    Displaying Textures in our Render System
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    Exercise: Displaying the Tilemap
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    Displaying the Tilemap
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    Rendering Order
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    Sorting Sprites by Z-Index
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    Animated Sprites
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    Animation System
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    Entity Collision Check
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    Implementing the Collision System
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    Exercise: Render Collider Rectangle
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    Render Collider Rectangle
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    Killing Entities & Re-Using IDs
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    Implementing Entity Removal
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    Introduction to Event Systems
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    Event System Design Options
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    Starting to Code the Event System
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    Event Handlers
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    Emitting Events & Subscribing to Events
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    Exercise: Key Pressed Event
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    Implementing the Key Pressed Event
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    Event System Design Patterns
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    Keyboard Control System
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    Camera Follow System
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    Sprites with Fixed Position
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    Camera Movement for Colliders
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    Projectile Emitter Component
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    Health Component
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    Projectile Duration
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    Exercise: Shooting Projectiles
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    Shooting Projectiles
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    Tags & Groups
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    Optimizing Access of Tags & Groups
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    Implementing Tags & Groups
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    Projectiles Colliding with Player
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    Projectiles Colliding with Enemies
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    Error Checking and Validation
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    Data-Oriented Design
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    Avoiding Data Gaps
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    Packed Pool of Components
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    Coding Packed Pools of Data
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    Checking for Null Pool
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    Array of Structs vs. Struct of Arrays
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    Cache Profiling with Valgrind
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    Popular ECS Libraries
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    Adding Fonts to the Asset Store
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    Render Text System
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    Exercise: Display Health Values
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    Rendering Health Values
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    Introduction to Dear ImGui
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    Dear ImGui Demo Window
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    Immediate-Mode GUI Paradigm
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    Render GUI System
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    Button to Spawn Enemies
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    Exercise: Customizing New Enemy
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    Custom Enemy Values with ImGui
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    Killing Entities Outside Map Limits
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    Flipping Sprites on Collision
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    Exercise: Keep Player Inside the Map
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    Keeping the Player Inside the Map
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    Culling Sprites Outside Camera View
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    Do Not Cull Fixed Sprites
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    Game Scripting
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    The Lua Scripting Language
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    Lua State
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    Reading Lua Tables
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    Lua Functions
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    Level Loader Class
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    Reading Assets from a Lua Table
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    Reading Entities from a Lua Table
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    Handling Multiple Objects in a Lua Level
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    Scripting Night-Day Tilemap
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    Scripting Entity Behavior with Lua
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    Script System
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    Lua Bindings
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    Binding Multiple Lua Functions
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    Loading Different Lua Levels
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    Division of C++ & Lua Code
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    Next Steps