وب سایت تخصصی شرکت فرین
دسته بندی دوره ها
67

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
  • 139,000 تومان
    بیش از یک محصول به صورت دانلودی میخواهید؟ محصول را به سبد خرید اضافه کنید.
    افزودن به سبد خرید
    خرید دانلودی فوری

    در این روش نیاز به افزودن محصول به سبد خرید و تکمیل اطلاعات نیست و شما پس از وارد کردن ایمیل خود و طی کردن مراحل پرداخت لینک های دریافت محصولات را در ایمیل خود دریافت خواهید کرد.

    ایمیل شما:
    تولید کننده:
    شناسه: 41347
    حجم: 50631 مگابایت
    مدت زمان: 1907 دقیقه
    تاریخ انتشار: ۱۵ آبان ۱۴۰۳
    طراحی سایت و خدمات سئو

    139,000 تومان
    افزودن به سبد خرید