Module 12 - Collision, Game Object, Component System, and Entity Component Systems - Module Overview
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1.) Structure of a Game and Game Engine
2.) The D Programming Language and course ecosystem
3.) No Class
4.) Game Loops and the Game Application
5.) Systems Programming Review
6.) Programming Paradigms Review
7.) Modules, Packages, Libraries, Linking, and Introducing SDL
8.) SDL Basics and some 2D Graphics Programming
9.) Tiles: Sprite Animation, Fonts, and Tilemaps
10.) 2D Game Math 1
11.) Game Math 2 - Coordinate Systems, Trigonometry, and Vectors
12.) Collision, Game Object, Component System, and Entity Component Systems
13.) Hierarchical Transformations (Game Math 3)
14.) Scene Management
15.) Engine Support Systems 1 - Serialization and D Language Templates
16.) No Class -- Fall Break

Audio/Video Recording

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Readings/Warmup (Do before class)

...Commented Code Samples (if any)

For now I am linking code samples here: Github Code Repository for the course
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Additional Resources


Slides


(Graded) In-Class Activity link

  • In-Class Activity Link
    • This is graded, and only your first response is graded
    • This is an evaluation of what was learned in lecture.
    • Due one week from when the lecture takes place

Module Content

Module Overview

In this module we learn how to organize our game objects


Module Outline

  • Lecture outline
    • Basic Collision Component
    • core.atomic
    • Game Objects/Game Entities/Game Actor
    • Component Pattern

Commentary

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(Optional Notes)

None given, consider this a 'beta' product for common questions I may revise later.

Please do not redistribute or host any materials without e-mailing me first. I generally am happy to share the latest .pdf or slide presentation with those who ask. Thank you for your time!