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CSCI 181G PO: Game Engine Programming

cs.pomona.edu

11–20 of 21 posts

Re: CSCI 181G PO: Game Engine Programming

#11
post #2

Rust and Unity are interesting picks. I feel like everyone used to use C++ to teach game engine development.

I followed a game engine minor in c++, all I could think was "I wish I was writing in Rust".

Our end result was cool though, we got a Guitar hero guitar working on it and remade clone hero. Fun times.

Re: CSCI 181G PO: Game Engine Programming

#12
post #5

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 course is an overview. I think there’s space in the world for getting the big picture before zooming in to every detail.

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.

Re: CSCI 181G PO: Game Engine Programming

#13
post #5

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…

Well, these days there aren’t many good resources on the high level engine part, most gamedev focus on highlighting new and complex features or just use existing engines.

Re: CSCI 181G PO: Game Engine Programming

#14
post #5

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…

This reminds me of an upper level cs class I took in college. Can’t exactly remember the course but it was a lot of logic and terminal. We had this long syllabus and barely made it thru 2 assignments. It was a mess. Great school, great teacher too. The next year I had another cs prof pull me aside and ask me what the hell happened in that class. And I didn’t have answer. It was an unfocused mess. But that syllabus used in the course old. It wasn’t the first time the prof had used it. Something changed between my freshman and sophomore years, 2005-2007. When I first took cs, no one was in the class. By the following year they were adding intro cs classes. The next year a bunch of less passionate(for lack of better term) students ended up in higher level cs courses and maybe the course work was too rigorous. I still am unsure. Had some great programmers from the younger classes too.

Re: CSCI 181G PO: Game Engine Programming

#15
post #3

There's also this great book for designing a game engine. It is quite thorough: https://www.gameenginebook.com/

> 15. You Mean There’s More?

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

Re: CSCI 181G PO: Game Engine Programming

#16
post #3

There's also this great book for designing a game engine. It is quite thorough: https://www.gameenginebook.com/

I've just finished reading it. It's quite a brick of a book (over 1000 pages!), but I thoroughly enjoyed it. The author is Lead Programmer at Naughty Dog so he definitely knows what he is talking about.

Re: CSCI 181G PO: Game Engine Programming

#17
post #2

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 :-)

Back in my day it was all 6510 assembly, written by engineers, hackers and hobbyists.

Re: CSCI 181G PO: Game Engine Programming

#18
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.

Re: CSCI 181G PO: Game Engine Programming

#19
post #18

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.

Re: CSCI 181G PO: Game Engine Programming

#20
post #18

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.

Yes, I actually found lots of interesting stuff (for me personally) even in later videos. Just recently I watched the ones where he introduces OpenGL, and found that quite informative.
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