Games Developer Course Plan
Introduction
- Intro 1 – An Introduction to Game Creation
- Your First Game – A Tutorial
- Space Blaster – A Tutorial
- A Scrolling Shooter Tutorial
- Intro 2 – More Advanced Gaming
- A Maze Game Tutorial
- A Platform Game Tutorial
- Intro 3 – Preparing For Your Own Game Designs
- A Brief History of Time
- What is C++
- What is Object Orientated Programming?
- Introduction to Visual Studio Express Edition
- Your First Program
Section 1 Part A
- Lesson 1 – C++ Language Introduction
- Exploring the Language Syntax
- Variables
- Initialisation
- Numeric & String Types
- Arrays
- Lesson 2 – Structures & Unions
- Typedef & Enum
- Notation & Casting
- Variable lifecycle & scope
- Lesson 3 – Program Flow
- Loops
- Decision-Making
- Operator Precedence
Section 1 Part B
- Lesson 4 – Functions
- Passing Arguments by Value
- The Reference Operator
- Passing Arguments by Reference
- Default Parameters
- Lesson 5 – Overloading Rules
- Operator Overloading
- Prototypes
- Headers
- Recursion
- Lesson 6 – Introduction to Classes
- Designing a Class
- Methods, Members & Membership
- Friends
Section 1 Part C
- Lesson 7 – Static and Const
- Static Member Functions & Variables
- Destructors
- Overloading default constructors
- Operator overloading in classes
- Inheritance
- Lesson 8 – Memory
- New and Delete
- Pointers
- Dereferencing
- References
- Lesson 9 – Style
- Common Conventions
- KISS Principle
- Comments
- Compiler Directives
- Verbosity
Section 2 Part A
- Lesson 10 – Games Programming
- Introduction to 2D maths
- Coordinate Systems
- 2D Limitations
- Lesson 11 – Libraries
- Standard Libraries Overview (CRT)
- String Library Functions
- File IO Library Functions
- Making Our Own Library
- Lesson 12 – Building a 2D Platform Game
- Goals of the Game
- Game Flow Diagram
- Lesson 13 – Windows Programming
- Creating Windows
- Responding to Window Messages
- Terminating the Window
- Performance Counters
- Creating Timers
Section 2 Part B
- Lesson 14 – DirectX
- Hardware Abstraction Layer (H.A.L.)
- Render Surface
- Full Screen
- Lesson 15 – Graphics
- Graphics Compression
- Sprites
- Sprite Animation
- Lesson 16 – A Scrolling Scene
- Tile Maps
- Parallax Scrolling
- Transparency
- Double Buffering
- Hardware Assistance
- Lesson 17 – Managing Objects
- Scene Graphs
- Clipping
- Collision Detection
Section 2 Part C
- Lesson 18 – Linked Lists
- Hash Tables
- Sorting
- Sorting Methods
- Lesson 19 – State Machines
- Identifying States for our Game
- Building a State Machine
- Applying the State Machine to our Game
- Creating a UI
- Responding to UI Events
- Lesson 20 – Adding the Player
- Responding to Player Input
- Playing Sound
- Positional Audio Part 1
- Lesson 21 – Simple AI
- AI Types
- Adding Enemies
- Conclusion
Section 3 Part A
- Lesson 22 – 3D Games Programming
- Introduction to 3D Maths
- Vectors
- Matrices
- Quaternions
- Lesson 23 – Building a 3D Platform Game
- Goals of the Game
- Game Flow Diagram
- Creating a Base Object Class
- Lesson 24 – Storing the Scene
- Vertex Buffers
- Index Buffers
- Primitives
- Skeleton
- Lesson 25 – Putting It All Together
- Transformations
- Cameras
- Lighting
- Normals
- Materials
Section 3 Part B
- Lesson 26 – Collision Detection
- Path Finding
- Adding the Player
- Adding Player Abilities
- Lesson 27 – Picking & Ray-Casting
- 3D Scene Graphs
- Skeletal Animation Layer Abilities
- Lesson 28 – DirectX Part 2 & OpenGL
- Vertex Shaders
- Pixel Shaders
- Lesson 29 – Mixing 2D & 3D
- Particle Systems
- Post process & Other Visual F/X
- Skinning
- Shadows
Section 3 Part C
- Lesson 30 – Dynamic Environments
- Background Interaction
- Triggers and Regions
- Non-Player Characters (NPC)
- Lesson 31 – AI Revisited
- Adding Behaviours to NPCs
- Even More Route-Finding
- Spawning Enemies
- Positional Audio Part 2
- Adding Audio Triggers
- Lesson 32 – Keeping Track of Players
- Selecting and Switching Profiles
- Localisation
- Saving Player Profiles
- Loading player profiles
- Lesson 33 – Debugging, Optimisation and Consoles
- Debugging Problem Code
- Optimising Code
- Programming for Consoles
- Lesson 34 – Enhancing the Game
- Power-Ups
- Scene Switching
- Depth Buffers
- Other Programming Languages
- Next Steps
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