Understanding Game151 Live Coding 10 Humber Game Programming
Let's dive into the details surrounding Game151 Live Coding 10 Humber Game Programming. Jeff builds a high-resolution clock class to power our
Key Takeaways about Game151 Live Coding 10 Humber Game Programming
- Follow along with Jeff as he does some
- Jeff adds in texture rendering and starts using a Model-View-Projection (MVP) matrix to transform physical positions into render ...
- Jeff starts into Assignment 2, building a World class, and discusses C++ collection types such as std::vector and how to use ...
- Jeff reviews his solution to Assignment 1 and discusses some common mistakes, misconceptions and missteps and how to avoid ...
- Jeff spends some time refactoring our Assignment3
Detailed Analysis of Game151 Live Coding 10 Humber Game Programming
Jeff starts simulating the gravitational physics of a single-star system using realistic physics values for the Solar System and ends ... Jeff reviews how to set up debug draw, so you can see where your physics bodies are (compared to where their textures suggest ... Let's sort out your gdVec2 and gdBody classes! This video digs into header files, cpp files, the dreaded "const" keyword, and even ...
Jeff sets up some basic circle-circle collision detection between bodies.
That wraps up our extensive overview of Game151 Live Coding 10 Humber Game Programming.