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on
1
- Intro
2
- Game Inputs and Actions
3
- Game Action Implementation
4
- A3 Architecture Reminder
5
- Action Class Implementation
6
- Action Start and End
7
- Mapping Keys to Actions
8
- Creating Action Objects
9
- Doing Scene Actions
10
- Alternate Architecture
11
- Replays
12
- AI + Replay Ghost Demo
Description:
Explore game programming concepts in this lecture focusing on actions and replays. Dive into game inputs, action implementation, and architecture design. Learn about the Action class, key mapping, and object creation. Discover scene actions, alternate architectures, and the implementation of replay systems. Witness an AI and replay ghost demonstration. Gain valuable insights into game engine architecture, vector math, rendering, animation, artificial intelligence, collision detection, game physics, and user interfaces. Utilize C++ programming and SFML graphics library to create functional games using an ECS (Entities, Components, Systems) architecture.

Game Programming: Actions and Replays - Lecture 10

Dave Churchill
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