Module 2 - Introduction to SDL | Game Loop Timing - Module Overview
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1.) Structure of a Game and a Game Engine | The Game Loop
2.) Introduction to SDL | Game Loop Timing
3.) Engine Support Systems | Resource and File Systems
4.) Abstraction: GameObject, and Components
5.) Data-Oriented Design and Component Systems
6.) Gameplay Systems and Engine Study
7.) Scene Structure
8.) Scripting
9.) Spring Break No Class
10.) Physics and Collision
11.) Parallelism and Concurrency
12.) Industry Guest Speaker - Demiurge Studios!
13.) Game Audio
14.) Mini Topics(Object Pools, Memory Tagging, command pattern)
15.) Share Final Projects

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 about the SDL framework and timing in games


Module Outline

  • Lecture outline
    • Introduction to SDL
    • Compiling and Linking
    • SDL Event Loop
    • Frame Rate
    • Frame Independent Movement
    • Homework - Making Pong in SDL
    • (Optional Review) Modern C++ Introduction
    • (Optional Review) Compile-time vs Run-time
    • (Optional Review) Memory Management
    • (Optional Review) Compilers
    • (Optional Review) Source Control
    • (Optional Review) Singleton Design Pattern

Commentary

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(Optional Notes)

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

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