Summary
Full Transcript
00:00 - Preroll & Mic Not Working 02:00 - Mic Working & Greetings 02:36 - Assignment 3 Demo 06:43 - README Program Specification 07:09 - Assets Explained 12:16 - Entity Position is Center 13:22 - Player Specification 19:43 - Animation Specification 22:27 - Decoration Entities 22:50 - Tile Entities 24:41 - Debug Keys (T/C/G) 26:30 - Rendering is Done For You 26:40 - Bonus Marks 27:14 - Misc Game Controls 27:45 - Level Creation & Specification 39:21 - Level Geometry & gridToMidPixel() Function 47:38 - Project File Structure 48:46 - Animation Class 49:50 - Physics Class 51:43 - Scene_Play Class 51:54 - Scene_Play::init() and Register Actions 55:48 - Assignment Hints / Order of Coding 56:25 - Debugging Hotkeys 56:44 - Animations Can Be Done Whenever 57:10 - Scene_Play::loadLevel() 59:17 - Scene_Play::spawnPlayer() 1:00:52 - New Entity/Component Syntax 1:11:50 - Implement WASD Controls & Movement 1:22:10 - Scene_Play::spawnBullet() 1:22:57 - Physics::GetOverlap() 1:23:58 - Implementing Collisions 1:25:16 - Collision Notes 1:28:10 - Finish Movement / Gravity 1:29:05 - Lifespan / Animation Systems / OnEnd 1:34:59 - Marking Scheme Memorial University - Computer Science 4300 - Fall 2022 Intro to Game Programming Professor: David Churchill - http://www.cs.mun.ca/~dchurchill/ This is a course for students interested in learning the fundamentals of game programming and game engine architecture. Topics include an introduction to: vector math for games, rendering, animation, and artificial intelligence, collision detection, game physics, and user-interfaces. Students will be writing fully functional games using an ECS (Entities, Components, Systems) architecture, using the C++ programming language and the SFML graphics library. Course Assignments / Files will not be released publicly
