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Explore game programming concepts in this lecture focusing on actions and replays. Dive into game inputs, action implementation, and the creation of an Action class. Learn about mapping keys to actions, creating action objects, and executing scene actions. Discover the intricacies of implementing replay functionality in games. Witness a game engine demo showcasing the discussed concepts. Gain valuable insights into game programming fundamentals, including vector math, rendering, animation, artificial intelligence, collision detection, game physics, and user interfaces. Enhance your skills in C++ programming and SFML graphics library usage while learning about ECS (Entities, Components, Systems) architecture for game development.
Syllabus
- Preroll
- Greetings
- Lecture Start
- Game Inputs & Actions
- A2 Input Implementation
- A3 GameEngine / Scene Recall
- New Action Implementation
- Action Class
- Mapping Keys to Actions
- Creating Action Objects
- Doing Scene Actions
- Replays
- Game Engine Demo
- Outro
Taught by
Dave Churchill