RSSAmplifier

Blog

3D Game Engine Programming

Helping you build your dream game engine

3dgep.comRSS feed ↗10 posts

Latest posts

C++ Template Programming

This article is about C++ template programming including function, class, and variable templates, type traits, SFINAE and C++20 concepts. Continue reading

C++ Fast Track for Games Programming Part 17: AI

In this article, you will learn about simple AI behaviours that can be used to create a fun and challenging experience in our games. You will create a simple 2D based tank game where an AI tank chases you around the level. Continue reading

C++ Fast-track for Games Programming Part 16: Physics

Using Verlet integration is a method to move objects on the screen between discreet time steps. Using physics, we'll compute the collision between spheres. Continue reading

C++ Fast Track for Games Programming Part 15: File I/O

In this tutorial, you will use File I/O operations to read game settings from a file or to save the game state to a file so that you can keep playing where you left off. Continue reading

C++ Fast Track for Games Programming Part 14: Fixed Point

In this article, fixed point arithmetic is introduced to avoid unnecessary conversions. Fixed point arithmetic is also used to optimize math operations. Continue reading

C++ Fast Track for Games Programming Part 13: Data Structures

In this tutorial you will be introduced to data structures to optimize code. You will create a simple snake game that makes use of a data structure. Continue reading

C++ Fast Track for Games Programming Part 12: Classes

In this tutorial, you are introduced to Classes. Classes allow C++ source code to be grouped into logical objects with properties and methods. Continue reading

C++ Fast Track for Games Programming Part 11: Tiles

In this tutorial, you will use a sprite tile sheet to create a 2D level. You will also add a tank sprite and make it turn and move around in the level. Continue reading

C++ Fast Track for Games Programming Part 10: Arrays

In previous episodes we generally worked with one object at a time: one ball, one grain of sand, and so on. In practice, we will generally want several of these. This is where arrays come in handy. Previous Part: ColoursNext Continue reading

C++ Fast Track for Games Programming Part 9: Colours

In this article we will see how we can use numbers to represent colours. This can only be done using a bit of magic using binary numbers (get the pun?). Continue reading