Rust and Unity are interesting picks. I feel like everyone used to use C++ to teach game engine development.
Our end result was cool though, we got a Guitar hero guitar working on it and remade clone hero. Fun times.
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Rust and Unity are interesting picks. I feel like everyone used to use C++ to teach game engine development.
Our end result was cool though, we got a Guitar hero guitar working on it and remade clone hero. Fun times.
Wow, looking at the syllabus, I can't imagine learning all of this in a single semester at more than a very surface level (and the course notes definitely don't seem surface level). Take just rendering (my area of expertise): There's game programming in general, OOP and ECS, input and update loops, setting up a window, common patterns, etc, necessary prerequisite stuff. Then there's rendering APIs and the GPU, e.g. l…
The notes included on the site are quite complete. They make it clear that the GPU day’s project consists of modifying an existing WebGPU program. Other days like the text adventure have “higher” expectations (because the barrier to entry is lower).
Overall, it’s not what a professional might envisage, but it would definitely provide a top to bottom orientation on the workings of a game engine.
Wow, looking at the syllabus, I can't imagine learning all of this in a single semester at more than a very surface level (and the course notes definitely don't seem surface level). Take just rendering (my area of expertise): There's game programming in general, OOP and ECS, input and update loops, setting up a window, common patterns, etc, necessary prerequisite stuff. Then there's rendering APIs and the GPU, e.g. l…
Wow, looking at the syllabus, I can't imagine learning all of this in a single semester at more than a very surface level (and the course notes definitely don't seem surface level). Take just rendering (my area of expertise): There's game programming in general, OOP and ECS, input and update loops, setting up a window, common patterns, etc, necessary prerequisite stuff. Then there's rendering APIs and the GPU, e.g. l…
There's also this great book for designing a game engine. It is quite thorough: https://www.gameenginebook.com/
heh, every book should end with just such a chapter
It's quite pricey for a "casual" purchase but I found that my public library offers the ebook for checkout, so one may wish to check their local library to see if it's similarly available
There's also this great book for designing a game engine. It is quite thorough: https://www.gameenginebook.com/
Rust and Unity are interesting picks. I feel like everyone used to use C++ to teach game engine development.
Back in my day most 3D tutorials were in Turbo Pascal. Also they weren't written by college professors but by demoscene teenagers :-P. Fashion trends tend to change over the years :-)
Sarcasm aside, there's still lots to learn from the series although it does look like Casey's promise of "writing a complete game [...]" might not actually become a reality in the foreseeable future.
Alternatively, if you prefer to watch over a 1000 videos featuring a non-standard programming approach and that end up going nowhere, you could go over to youtube and consume the Handmade Hero series... Sarcasm aside, there's still lots to learn from the series although it does look like Casey's promise of "writing a complete game [...]" might not actually become a reality in the foreseeable future.
Alternatively, if you prefer to watch over a 1000 videos featuring a non-standard programming approach and that end up going nowhere, you could go over to youtube and consume the Handmade Hero series... Sarcasm aside, there's still lots to learn from the series although it does look like Casey's promise of "writing a complete game [...]" might not actually become a reality in the foreseeable future.
At the very least the first 10 or so videos teach you a bunch of stuff about win32, loading dlls dynamically, ring buffers (for sound), etc.