Summary
Full Transcript
00:00 - Intro 00:51 - Simple Program Main Loops 06:36 - Game Main Loops 10:10 - Game Loop Speed / FPS 17:21 - Setting a Fixed FPS 26:25 - Quick Notes 29:18 - Simulation Time Scaling 41:14 - How Rendering Fits 42:11 - Variable Fixed Updates 43:14 - Burger Analogy 50:43 - Decoupling Rendering 57:17 - Game Speed + Collision Issue 1:00:15 - Multiple Game Updates 1:02:46 - Video 1 https://www.youtube.com/watch?v=oQ7dXvMfr30 1:03:00 - Video 2 https://www.youtube.com/watch?v=UnU7DJXiMAQ 1:03:15 - Video 3 https://www.youtube.com/watch?v=kpk2tdsPh0A Memorial University - Computer Science 4300 - Fall 2024 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
