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دسته بندی دوره ها

C++ Game Engine Programming

سرفصل های دوره
  • 001. Motivations & Learning Outcomes
  • 002. How to Take this Course
  • 003. Project Technologies & Libraries
  • 004. Linux Dependencies
  • 005. macOS Dependencies
  • 006. A Small Note for Windows Programmers
  • 007. Compilation
  • 008. Header & Implementation Files
  • 009. Linking
  • 010. Makefile
  • 011. Lua Version & Lua Header Files
  • 012. Compiling & Testing All Dependencies
  • 013. Configuring Visual Studio on Windows
  • 014. Library Binaries
  • 015. Game Loop
  • 016. Game Class
  • 017. Creating an SDL Window
  • 018. Polling SDL Events
  • 019. Rendering our SDL Window
  • 020. Fullscreen Window
  • 021. Fake Fullscreen vs. Real Fullscreen
  • 022. Drawing an SDL Rectangle
  • 023. Double-Buffered Renderer
  • 024. Loading PNG Textures
  • 025. Object Movement & Velocity Vectors
  • 026. Capping the Game Framerate
  • 027. SDL Delay
  • 028. Delta Time
  • 029. Uncapped Framerate
  • 030. Logger Class
  • 031. Logger Class Implementation
  • 032. Popular Logging Libraries
  • 033. Source Subfolders
  • 034. Makefile Variables
  • 035. Creating C++ Objects
  • 036. Examples of C++ Object Creation
  • 037. Organizing Game Objects
  • 038. Object Inheritance Design
  • 039. Component-Based Design
  • 040. Entity-Component-System Design
  • 041. ECS Folder Structure
  • 042. System Component Signature
  • 043. Working with C++ Templates
  • 044. Component Type Template
  • 045. Exercise System Functions
  • 046. Adding & Removing Entities from Systems
  • 047. Operator Overloading for Entities
  • 048. Component Pool
  • 049. The Pool Class
  • 050. Implementing the Pool Class
  • 051. Registry Systems & Entity Signatures
  • 052. Entity Creation & Management
  • 053. Function Templates to Manage Components
  • 054. Adding Components
  • 055. Function to Add Components
  • 056. Function to Remove Components
  • 057. Templates as Placeholders
  • 058. Implementing System Functions
  • 059. Creating our First Entity
  • 060. Smart Pointers
  • 061. Converting ECS Code to Smart Pointers
  • 062. SDL Raw Pointers
  • 063. Adding our First Components
  • 064. Exercise Entity Class Managing Components
  • 065. Entity Class Managing Components
  • 066. A Warning About Cyclic Dependenciesb
  • 067. Movement System
  • 068. Movement System & Delta Time
  • 069. Render System
  • 070. Managing Game Assets
  • 071. The Asset Store
  • 072. Displaying Textures in our Render System
  • 073. Exercise Displaying the Tilemap
  • 074. Displaying the Tilemap
  • 075. Rendering Order
  • 076. Sorting Sprites by Z-Index
  • 077. Animated Sprites
  • 078. Animation System
  • 079. Entity Collision Check
  • 080. Implementing the Collision System
  • 081. Exercise Render Collider Rectangle
  • 082. Render Collider Rectangle
  • 083. Killing Entities & Re-Using IDs
  • 084. Implementing Entity Removal
  • 085. Introduction to Event Systems
  • 086. Event System Design Options
  • 087. Starting to Code the Event System
  • 088. Event Handlers
  • 089. Emitting Events & Subscribing to Events
  • 090. Exercise Key Pressed Event
  • 091. Implementing the Key Pressed Event
  • 092. Event System Design Patterns
  • 093. Keyboard Control System
  • 094. Camera Follow System
  • 095. Sprites with Fixed Position
  • 096. Camera Movement for Colliders
  • 097. Projectile Emitter Component
  • 098. Health Component
  • 099. Projectile Duration
  • 100. Exercise Shooting Projectiles
  • 101. Shooting Projectiles
  • 102. Tags & Groups
  • 103. Optimizing Access of Tags & Groups
  • 104. Implementing Tags & Groups
  • 105. Projectiles Colliding with Player
  • 106. Projectiles Colliding with Enemies
  • 107. Error Checking and Validation
  • 108. Data-Oriented Design
  • 109. Avoiding Data Gaps
  • 110. Packed Pool of Components
  • 111. Coding Packed Pools of Data
  • 112. Checking for Null Pool
  • 113. Array of Structs vs. Struct of Arrays
  • 114. Cache Profiling with Valgrind
  • 115. Popular ECS Libraries
  • 116. Adding Fonts to the Asset Store
  • 117. Render Text System
  • 118. Exercise Display Health Values
  • 119. Rendering Health Values
  • 120. Introduction to Dear ImGui
  • 121. Dear ImGui Demo Window
  • 122. Immediate-Mode GUI Paradigm
  • 123. Render GUI System
  • 124. Button to Spawn Enemies
  • 125. Exercise Customizing New Enemy
  • 126. Custom Enemy Values with ImGui
  • 127. Killing Entities Outside Map Limits
  • 128. Flipping Sprites on Collision
  • 129. Exercise Keep Player Inside the Map
  • 130. Keeping the Player Inside the Map
  • 131. Culling Sprites Outside Camera View
  • 132. Do Not Cull Fixed Sprites
  • 133. Game Scripting
  • 134. The Lua Scripting Language
  • 135. Lua State
  • 136. Reading Lua Tables
  • 137. Lua Functions
  • 138. Level Loader Class
  • 139. Reading Assets from a Lua Table
  • 140. Reading Entities from a Lua Table
  • 141. Handling Multiple Objects in a Lua Level
  • 142. Scripting Night-Day Tilemap
  • 143. Scripting Entity Behavior with Lua
  • 144. Script System
  • 145. Lua Bindings
  • 146. Binding Multiple Lua Functions
  • 147. Loading Different Lua Levels
  • 148. Division of C++ & Lua Code
  • 149. Next Steps
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    ایمیل شما:
    تولید کننده:
    شناسه: 41347
    حجم: 50631 مگابایت
    مدت زمان: 1907 دقیقه
    تاریخ انتشار: 15 آبان 1403
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