Game engine c

Game engine c смотреть последние обновления за сегодня на .

SDL2 Setup and Window | C Game + Engine From Scratch 01


This is a new series/course - however you want to think of it. The code is all done and on my GitHub, though it may end up being different as I rewrite it and record for each chapter. This is not a continuation of my old engine series, though what's taught in those could still be implemented into this code-base if you so desire. Cheers, enjoy. Code used in recording: 🤍 Pixel art for this series is custom made by Presley Carvalho. Check out his website here: 🤍 Background pixel art for this series is Kings and Pigs by Pixel Frog. Check it out here: 🤍 Music for this series is from Breezy's Mega Quest by RyanAvx. Check it out here: 🤍 ➤ Patreon: 🤍 ➤ Website: 🤍 ➤ GitHub: 🤍 ➤ Twitch: 🤍 ➤ Discord: 🤍

Code-It-Yourself! 3D Graphics Engine Part #1 - Triangles & Projection


This video is part #1 of a new series where I construct a 3D graphics engine from scratch. I start at the beginning, setting up the project, then discuss vertices and triangles. Next a description of how 3D coordinates are converted into on-screen 2D coordinates using a projection matrix. This results in seeing a cube being rotated in 2-axis and translated. Source: 🤍 🤍 🤍 Blog: 🤍 Twitter: 🤍javidx9 Twitch: javidx9

Rewriting my game engine in C


hello. because you people are asking so much: 🤍 Music used: Scatman's world S.U.N Project: Luna special mix The Toxic Avenger: Make this right

Making Minecraft from scratch in 48 hours (NO GAME ENGINE)


See the code on GitHub: 🤍 NOTES: * The water and lava textures are from the now defunct (?) Painterly Pack, my animation skills weren't up to the challenge. * The depth sorting algorithm depicted is mergesort but it's mislabled as quicksort (oops!). I was initially using mergesort but ended up using quicksort in the game itself. Subscribe to see more, I'll be updating my Minecraft clone regularly! Music used: Chill Day - LAKEY INSPIRED: 🤍 Lemon Tea - GYVUS: 🤍

C# GAME ENGINE BY 16-YEAR-OLD! // Code Review


Visit 🤍 to get started learning STEM for free, and the first 200 people will get 20% off their annual premium subscription. Patreon ► 🤍 Instagram ► 🤍 Twitter ► 🤍 Discord ► 🤍 Code ► 🤍 Send an email to chernoreview🤍 with your source code, a brief explanation, and what you need help with/want me to review and you could be in the next episode of my Code Review series! Also let me know if you would like to remain anonymous. Chapters: 0:00 - Something different today 7:00 - Nullable reference types 11:49 - Application overview and architecture 27:58 - Renderer architecture 33:45 - A better way to handle environment maps 36:08 - More renderer suggestions 40:00 - Render passes 42:56 - Hey wait, that's my bloom! 45:40 - The other shaders 48:18 - Final thoughts This video is sponsored by Brilliant. #CodeReview

How does a custom game engine work? // Code Walkthrough


big nerd explains his C game engine and says "um" a lot. SEE THE MAIN VIDEO: 🤍 TWITTER: 🤍 GITHUB: 🤍 EDITOR: NeoVim VIMRC: 🤍 THEME: gruvbox RESOURCES: 🤍 🤍 🤍 🤍 🤍 0:00 Intro 1:35 Globals 7:22 Project Structure 8:35 Components and Managers 18:35 Usage Demo 23:13 Events 26:15 Level Data 27:20 Renderer 31:56 Resource Management 39:30 Palettization/Compositing 44:00 UI 45:44 Memory Allocation 49:00 Utils 51:00 Outro

Absolute Beginners Guide To "olcConsoleGameEngine.h"


After a few requests for help, I thought a video guide to the programming behind the C console (command line) game engine might help. For a lot of my viewers this may be a bit of a repeat, but due to some unexpected channel growth it, I feel it might be useful to some. Source Code: 🤍 Blog: 🤍

Game Engine FROM SCRATCH in C | Planning and Windows Setup


➤ Website: 🤍 ➤ Patreon: 🤍 ➤ GitHub: 🤍 ➤ Discord: 🤍

Creating a game engine FROM SCRATCH in C


tl;dr: Making an engine using minimal libraries, will teach every step along the way, you need to know a small amount of C or a C-like language This video marks the beginning of a series in which you will learn how to develop a game engine in C, from (almost) scratch. The project will be using code from the Tactics Game which has been built up over the last five weeks, but we will cover everything thoroughly. Some libraries will be used, such as GLFW for rendering and Input, FreeType2 for displaying text, Assimp for importing 3D assets. These videos will be assuming a small amount of knowledge of the C programming language. If anything is unclear, leave a comment and I will get back to you. If you read this far, I am surprised and elated. Together we can build something great here! Catch ya!

How Game Engines Work!


Disclaimer: This is intended for people who aren't entirely sure what a "game engine" is. I have more in-depth programming videos on my channel, this is just how I'd explain engines in general to a non-dev friend :) It's also one of my oldest videos from when I had very few subscribers, I'll redo it if I ever have a chance. My Second Channel: 🤍 Subreddit: 🤍 Twitter: 🤍 Facebook: 🤍 Twitch:

Creating a Doom-style 3D engine in C


In this tool-assisted education video I walk through the creation of a Duke Nukem 3D style (or Doom-style) software-rendering pseudo-3D engine from scratch. It supports non-Euclidean geometry. Topics such as vector rotation and portal rendering are at the core. SUBTITLES ARE AVAILABLE. Twitter: 🤍 Patreon: 🤍 (alternatives at 🤍 Twitch: 🤍 Homepage: 🤍 Contribute subtitles: 🤍 or: 🤍 This homebrew software-rendering pseudo-3D engine bears many similarities to Duke Nukem 3D. The geometry can be tweaked at run time without performance penalties, to create things like ceiling crushers or rotating doors. For rendering, it only supports single-color floors, walls and ceilings, with optional depth shading. Unlike Duke3D, it also requires that each sector is convex. So far this engine does not support objects or sprites. It also does not support sloped surfaces or parallax ceilings. DOWNLOAD MATERIAL: - 🤍 SUPPORT / INSTRUCTIONS: The C program must be compiled with a C compiler supporting the C99 standard. If you attempt to compile it as C, errors will be produced. If you attempt to compile it on a C89 compiler, errors will be produced. You must compile it as C using C99 standard or newer (on GCC, use the commandline option: -std=c99 or -std=c11). You also need libSDL 1.2. SDL 2.0 will not work. Add the options printed by pkg-config sdl libs cflags into your compiler commandline. The BASIC program is ideally run in QBASIC or QuickBASIC 4.5. It will not work in QB64 without modifications, because QB64 does not support DEF FN. It will not work in GW-BASIC, because of the structural programming statements. Music credits in order of appearance: - Lunar: Silver Star Story - Lunar Traffic theme (Noriyuki Iwadare) - Axelay - SPIDERS (Taro Kudou) - Tales of Phantasia - Final Act (Motoi Sakuraba and Shinji Tamura) - Tales of Phantasia - Ridge Racer (Shinji Hosoe) All these video game songs have been transformed into OPL3 songs with homebrew tools and played through ADLMIDI. Sorry about the fluctuating narration volume. I recorded pretty much every sentence separately over many days, and my microphone was positioned differently at different times, and sometimes it was day, sometimes night, sometimes I had morning voice, etc. I tried to compensate with both manual volume adjustment as well as running a compression filter over it all, but it was only after publication when I noticed how uneven it still is. My typical workflow for recording the narration involves the following: 1. Watching some of the video 2. Writing into a text file what I would like to say (this file will also form the basis of closed-captioning later). Much of the text comes from the directing script that I wrote before I even began any video recording. 3. Speaking that dialog and recording using Audacity. I honestly try to speak as naturally as possible. If I stutter or mispronounce some part, as happens many _many_ MANY times with English (that whole language is a frigging tongue twister to me), I simply repeat the sentence or part of a sentence as many times as necessary until I get it right. Then I listen to it, and delete the flubbed parts until I have the best takes for that text. Typically this involves about two minutes of recording for every 40 seconds of narration. Sometimes I leave a particularly difficult part in out of spite even if it doesn't sound fluent. Unfortunately having to do the recording in this manner tends to kill natural prosody. I do not use voice synthesizers for reference. 4. If the dialog is shorter or longer than the section of video I was planning this to be narration over, adjust something. From here the editing may branch anywhere, including things like changing the text, or adjusting the playback speed/length/order for clips, or even changing the source code (which requires a new round of video recording). 5. Go ahead in the video with step 1 For the record, my native language is Finnish. It has a small set of phonemes similar to Spanish or ancient Greek, and a similar rhythm of vowels/consonants as Japanese. This background is quite a disadvantage for speaking English, considering that a person's ability to distinguish and to reproduce a language's defining traits, such as phonemes, rhythm, accent and intonation, is mostly determined by the languages they are exposed to as a toddler. So, if my bad accent disturbs your harmony, I urge you to disable the sound and use the closed captions instead.

Game Engine FROM SCRATCH in C | Simple Logging System


This video is a bit longer in form and includes some mess-ups and a bit more of the process of figuring stuff out rather than a clean and polished result presented as if it were how I actually work. I did still cut out a bunch of the dead space and long pauses etc. ➤ Website: 🤍 ➤ Patreon: 🤍 ➤ GitHub: 🤍 ➤ Discord: 🤍

Command Prompt Console Game Engine


A game engine entirely for the command prompt? Firstly - Yes this video is not on my normal release schedule, secondly - DON'T PANIC!! I'm not radically changing my approach to videos, but I've created a little helper class to assist with some future videos - and thought it would be useful to have this video as a resource to reference. I've created a little "game engine" that only uses the command prompt - which allows me to focus the code to just the cool stuff, and less of the "boilerplate" code - drawing to screen, setting up resolutions etc... github: 🤍

Rewriting My Game Engine in C


- The Cherno's OpenGL Series: 🤍 - The Cherno's Batch Rendering Series: 🤍 - Michael Grieco's OpenGL Series: 🤍 - Harold Serrano's Discord Server: 🤍 - OpenGL Documentation: 🤍 - Some Cherno Code Reviews - COGE GitHub: 🤍 - My Discord Server: 🤍 - Previous Video On OpenGL: 🤍 - My GitHub: 🤍 - My OpenGL Engine Playlist: 🤍 - My Friend's YouTube: 🤍 - Memes: Crying: 🤍 Less Go Sound Effect: 🤍 DaBaby Image: 🤍 Risitas: 🤍 Timestamps: 0:00 - Intro 1:02 - The Engine in Action 2:30 - Thanks to Contributors 3:18 - Time Spent on Porting the Engine 3:58 - Name of the Engine: COGE 4:37 - Changing Something Up 5:16 - Features of the COGE 11:08 - Features to be implemented in the COGE 12:18 - Conclusion & FAQ Tags: - thecherno,thechernoproject,cherno,c,programming,gamedev,game development,learn c,c tutorial,game engine,how to make a game engine,game engine series,glad,modern opengl,programming,indie,development,c,opengl,axel,ward,axel ward,indie development,game,game development,devlog,visual studio,dancing,errors,green screen,cat,3d,graphics,rendering,rendering engine,game engine,video game,college grad,funny,silly,stupid,comedy,opengl,c,programming,coding,minecraft,opengl,graphics,java,voxel,3d,gamedev,gaming,code,minecraft in 48 hours from scratch, unity,unreal,engine,minecraft,how,to,tutorial,c,sfml,programming,game,dev,sky,does,minecraft,pewdiepie,multithreaded,tut,how,to,make,games,android,ios,apple,lwjgl,java,c#,gamedev, pixelart,pygame,python,programming,game development,game jam,dani,making a game from scratch,gamejam,game,indie game,indiedev,indie dev,indie developer,make a game,devlog,devblog,post-mortem,gamemaking,blog,speed,making a game,development,jam,simulator,game dev,pygame tutorial,videogames,video games,pixel art,physics,simulation,gaming,python platformer,platformer,pygame game,pixel art platformer,animation,pixel art animation,indie games,timelapse,gamedev,pixelart,pygame,python,programming,game development,dani,indiedev,indie dev,indie developer,devlog,devblog,gamemaking,blog,speed,development,game dev,pygame tutorial,videogames,video games,pixel art,physics,simulation,gaming,animation,indie games,game jam,timelapse,gamejam,game,indie game,48h,make a game,post-mortem,game engine,making a game,jam,simulator,software,making a game from scratch

The Wicked Engine is AMAZING! -- Free & Open Source C++ Game Engine


Today we are revisiting the WickedEngine, a free and open source C powered game engine from an ex-Sony rendering tech. It is also the underlying technology behind today's sponsor, Game Guru MAX. It as absolutely filled with modern rendering capabilities and features and it's power will surprise you. Links: 🤍 Game Guru MAX Link: 🤍 Our Game Guru MAX Video: 🤍

3 Months of Game Programming in 20 Minutes


more like 3 months of game programming in 3 months BONUS VIDEO/CODE WALKTHROUGH: 🤍 TWITTER: 🤍 GITHUB: 🤍 EDITOR: NeoVim VIMRC: 🤍 THEME: gruvbox RESOURCES: 🤍 🤍 🤍 🤍 🤍 * yes, 11:16 should say "position" instead of "postiion" i know 😔 0:00 Intro 0:26 Design 3:03 Early Prototypes 4:55 UI 6:15 Palletization/Lighting 7:22 Portals 9:00 Pixel Problems :( 13:10 Raycasting/Shadows 16:50 New Designs 18:40 Smooth Camera 20:00 Outro

Header-Only Game Framework in C | Game Engineering


Overview of my header-only, c99 game framework "Gunslinger". Demonstrates how to use it to create a small example and then Pong. Be sure to like and subscribe, that way I can continue to make more content like this. 00:00 Introduction 00:38 Purpose/Philosophy 02:24 Why? Why c99? 03:25 "Engine" Context 03:57 Application Description 04:28 Math 05:10 Containers 08:09 Platform Layer 08:49 Graphics Layer 09:56 Audio Layer 11:18 Immediate Drawing Util 12:19 Asset Manager Util 13:13 Meta Data (Reflection) Util 14:13 Simple Example 17:57 Pong 26:57 Outro Gunslinger: 🤍 Gunslinger Examples: 🤍 Project Template: 🤍 Pong Example: 🤍 Serialization Vid: 🤍

Kohi #000: Game Engine Architecture and Overview (Vulkan Game Engine Series)


This video is the introduction to the Kohi Game Engine series, where a high-level overview of project layout, engine architecture and feature sets are discussed. Kohi #000: Game Engine Architecture and Overview (Vulkan Game Engine Series) 🔗 Kohi Official Website: 🤍 🔗 Kohi Official Forums: 🤍 This video is part of a series where we make a game engine in C, using Vulkan. It is a tutorial-style game engine series where the Vulkan API is the primary graphics API used for rendering. OpenGL and DirectX may also eventually be added. Learn more about channel memberships: 🤍 ⏯ Series Playlist: 🤍 - ✔ WAYS TO SAY THANKS & SUPPORT THE CHANNEL: 🔔 Subscribe & Click the Bell: Learn more about making games the old school way using new school tech. 🤍 🌕 Channel Membership: Show your support with a special loyalty badge and a Discord role! 🤍 💱 Support me on Patreon: Show your support with a special Discord role! 🤍 📣 Share this Video on Social Media: This option costs nothing, but helps a lot! 🤍 - ⚡ LET's CONNECT ⚡ 💬 Discord: 🤍 🔥 Twitter: 🤍 🔥 Instagram: 🤍 👉 A special thanks goes to the Channel's first Partner, Eearslya, as well as all the supporters who have joined. - #Vulkan #GameEngine #GameDev

I made the same game in Assembly, C and C++


#programming #gamedev #cpp #assembly #x86 💭 All views are my own 💭 I made the same game in x86 assembly, C and C to see how they compare. Link to source: 🤍

EP0001 - Introduction - Making a video game from scratch in C


We are going to program a video game from scratch using almost no help from any libraries or engines. Just our code. Join us! This video game is going to be retro NES-style, evocative of the "Dragon Quest" or "Dragon Warrior" games from the '80s. Best viewed in 1440p resolution. If the high resolution versions are not available yet, it's probably because I just uploaded the video recently and YouTube needs to finish its processing. Come back in a few hours. Any questions or comments, please post them in the comment section below. I will either reply to your comment, or, if it's an especially interesting question or comment, I will discuss it in the next video. Follow along with Github: 🤍 Follow me on Twitter 🤍JosephRyanRies

Tools to make a Game Engine in C++


This video is a summary of my favorite C libraries and dependencies to create a game engine from scratch. Game development has always been a great helper to get my students motivated to learn more about more advanced computer science topics. Creating a game engine is a great opportunity for us to grow as programmers. Links: Create a 2D Game Engine with C: 🤍 Should You Make Your Own Game Engine?: 🤍 Game Loop (Glenn Fiedler): 🤍 EnTT ECS: 🤍 Flecs ECS: 🤍 Learn OpenGL: 🤍 Basic Game Math: 🤍 Chapters: 00:00 Introduction 00:57 What is a Game Engine? 05:47 Should You Write a Game Engine? 08:11 Game Development & Computer Science 11:01 Classic Game Engines 14:19 How to make a C Game Engine? 16:31 Windowing System and Multi-platform Libraries 20:18 The Game Loop 21:17 Input & Event Handling 22:47 Representing Game Objects in Memory 24:12 ECS 28:14 2D Rendering 29:50 3D Rendering 32:01 Importing 3D Mesh Files 33:36 Physics 35:51 Dear ImGui 40:00 Scripting 42:27 Conclusion 45:50 Useful Resources Thumbnail illustration by 🤍Wesley Sales 3D (thanks, Wesley!) Hopefully, these recommendations are useful for you to create a good roadmap on how to start coding your own game engine using C. For comprehensive courses on computer science, programming, and mathematics, visit: 🤍 Don't forget to subscribe to receive updates and news about new courses and tutorials: 🤍 Enjoy!

Creating a Pac-Man clone in C without a Game Engine


In this timelapse video I go over how I created a Pac-Man clone that I wrote in C (more specifically C99) using the Win32 API and a little bit of OpenGL. This is a from-scratch approach and no engines, frameworks or libraries were used to create this game. Source code: 🤍 The Retro Game Mechanics Explained video: 🤍 #gamedev #cprogramming #programming - Socials Twitter: 🤍 GitHub: 🤍

Let's Program Doom - Part 1


I might be the most excited about this video. I really wanted to learn how the original Doom game engine works. l spent a long time learning the basic concepts but created the code myself from scratch and how I wanted to design it. You can follow along or convert this code to any other programming language since I kept it simple in C that draws a pixel at x and y coordinates. Let me know if you enjoy this series! Thank you for all your great ideas and I hope to see what you make from this tutorial series. Send me a link so I can share it in part 2! How to install OpenGL: 🤍 Download my starter code here: 🤍 Starter code: 02:28 Drawing dots: 05:52 Drawing a line: 10:38 Drawing a wall: 11:51 Sectors: 15:40 Surfaces: 20:31 Raycaster Part 1: 🤍 Raycaster Part 2: 🤍 Raycaster Part 3: 🤍

C# Game Engines


Just like our earlier video on C game engines, today we are looking at game engines you can use to write games using the C# programming language. Specifically 3D game engines that are under active development. Links: 🤍 🤍

Making a Game With C++ and SDL2


Making a Game With C and SDL2 - GMTK Game Jam 2021 A year ago, in my "Learning SDL2 in 48 Hours" video, I used the 2020 GMTK Game Jam as an opportunity to try to learn how to use C with SDL2 (a low level audio, input, and graphics library that you've probably heard of). In this video, I attempt the challenge again, for the GMTK Game Jam 2021! Check out Twini-Golf here: 🤍 → Source Code: 🤍 Codergopher's SDL2 series: 🤍 → Twitter: 🤍 → Twitch: 🤍 → Join the PolySpace Discord: 🤍 -Chapters- 0:00 Intro 0:29 Setting Up SDL2 0:45 The Theme (bruh) 1:11 My Secret Plan... 1:34 Entity & RenderWindow Class 1:46 Drawing a Sprite 2:12 My Game Idea 2:37 Initial Prototype 2:55 Prototype Code Explanation 3:39 Prototype Art 3:49 Tiles & Collisions 4:05 Collision Code Explanation 4:23 More Art & Directional Indicator 4:34 Level Saving/Progression 5:17 wait frick 5:38 Creating UI 6:07 DESIGNING LEVELS FAST 6:40 Sound Effects 6:47 Finishing Touches 7:08 Secret "Feature" 7:33 Conclusion -Music (in order played)- "Smooth and Cool" - Nico Staf (🤍 "Westview" - INTRNLCMD (🤍 "Trance Music for Racing Game" - Bobby Cole (🤍 "Playtime" - Peter Godfrey (🤍 "il vento doro" - JoJo's Bizarre Adventure: Golden Wind "Dreaming" - Stevia Sphere (🤍 "I Miss Summer" - Sro (🤍 "Bush Week" - Nihilore (🤍 "Glider" - INTRNLCMD (🤍 "Operatic 3" - Vibe Mountain (🤍 "Breeze" - PolarChips (🤍 "Palms and Seagulls" - Timecrawler 82 (🤍 "Above All" - HOME (🤍 If you liked this video, here are similar ones you might enjoy!- PolyMars - Learning SDL2 in 48 Hours - GMTK Game Jam 2020 🤍 PolyMars - Learning Python in 2 Days - Pygame Community Jam 🤍 PolyMars - Making a Game Using Discord's Bot API 🤍 Barji - Making a C Game with No Experience! 🤍 Randall - Programming a New Physics Engine for my Game 🤍 CodyCantEatThis - I Made The Legend of Zelda Boss Fights but they’re 3D 🤍 Dani - Adding a Dragon Boss to my Game Because Steam is Mad at me 🤍 Dani - He said I Couldn’t Make a 3D Game… So I Made One! 🤍 Sam Hogan - I Made a Game with Intentional Bugs 🤍 Sam Hogan - I Made the Hardest Game Ever 🤍

The Best Game Engines of 2021


Are you wondering what game engine you should use on your gamedev journey? Then this video is for you! In previous videos, we have talked about game engines we personally like but for this episode, we asked the Ask Gamedev community to tell us about their game engine of choice. Well... the community has spoken. While there were too many suggestions to list, we’ve tabulated the votes, and have come up with the Ask Gamedev community’s top 5 favourite Game Development Engines. ► Check out the Engines: ►► Construct 3 - 🤍 ►► Construct Classic - 🤍 ►► GameMaker - 🤍 ►► Unreal Engine - 🤍 ►► Unity - 🤍 ►► Godot - 🤍 ►► Pico-8 - 🤍 ►► GDevelop - 🤍 ►► Phaser - 🤍 ► Game Ideas Explained - 8 Ways to Generate Video Game Ideas [2021] ► 🤍 ► A New Gamedev Video Every Week! Subscribe ► 🤍 ► About Ask Gamedev We're a group of game industry veterans that make videos on games, the game industry, and more! This channel is for anyone that's interested in video game development. ► Check out Ask Gamedev on Discord 🤍 ► Follow us Facebook: 🤍 Instagram: 🤍 Twitter: 🤍 Web: 🤍 #Gameengines #Godot #Gamedev

Native Scripting | Game Engine series


Patreon ► 🤍 Twitch ► 🤍 Instagram ► 🤍 Twitter ► 🤍 Discord ► 🤍 Series Playlist ► 🤍

CppCon 2016: Jason Jurecka “Game engine using STD C++ 11"


🤍 — Presentation Slides, PDFs, Source Code and other presenter materials are available at: 🤍 — This session is going to give an account of the process and features used to create a game engine focusing on using std C11 features and concurrency. We will go through the architecture of the engine design and the specifics of the C11 features being used. We will also go through optimization choices and design mentalities that are being used to keep the code base simple, but powerful in game usage. The engine architecture we will be going through will be using parallelism as a way to distribute work and get performance out of the available hardware that can scale into the future. While completing a full engine with cutting edge graphics techniques and a game to push the engine to its limits will take a while this session will go over the current state of the project and lessons learned. The ultimate goal of the project is to show the validity of using C11 (and beyond) features in game engines to simplify code and improve stability while maintaining the performance and memory usage games demand. — Jason Jurecka Blizzard Entertainment Senior Software Engineer Jason Jurecka is a 12+ year engineering veteran of the game industry that has worked on titles in the full range of platforms from PC to next-gen consoles. He has done a wide range of tasks that include engine architecture, asset management, asset pipelines, gameplay features, task automation, tools/plugins/scripts for content creators, automated testing, game/toolchain optimizations, and many other generalist engineering tasks. Jason has contributed to titles such as Rise of Nations: Rise of Legends, Catan, Red Dead Redemption, Max Payne 3, Grand Theft Auto 5, Battlefield 4, Battlefield: Hardline, Call of Duty Black Ops 3, and Amazon's Lumberyard Game Engine/Editor. — Videos Filmed & Edited by Bash Films: 🤍 *-* Register Now For CppCon 2022: 🤍 *-*

raylib 4.0 Released -- The Easiest C/C++ Game Library Just Got Even Better


Raylib, an open source C based game library/framework just released version 4.0. Undergoing several internal fixes, adding more languages (Odin and Zig) to the 50+ bindings that already exist, decoupling the highly modular libraries even more and more are key aspects of the raylib 4 release. Links 🤍 - *Support* : 🤍 *GameDev News* : 🤍 *GameDev Tutorials* : 🤍 *Discord* : 🤍 *Twitter* : 🤍 -

Unity in 100 Seconds


Build your first video game in 100 seconds with the Unity Game Engine. It is a powerful tool that simplifies the way developers create 2D and 3D video games with the C# programming language. This video is NOT sponsored #programming #gamedev #100SecondsOfCode 🔗 Resources Unity Homepage 🤍 Games made with Unity 🤍 Unity Manual 🤍 C# in 100 Seconds 🤍 🔥 Get More Content - Upgrade to PRO Upgrade to Fireship PRO at 🤍 Use code lORhwXd2 for 25% off your first payment. 🎨 My Editor Settings - Atom One Dark - vscode-icons - Fira Code Font 🔖 Topics Covered - Unity basics tutorial - Build a simple app with unity - What are unity game object components? - How to get started with Unity? - What is Unity? - When was Unity created? - Game development with C sharp - Is game development hard?

Dos 3D Game Engine


An historical look at Argonaut's BRender Engine, the engine used by Carmageddon and Croc in the late 90s. A delve into the company and the games that emerged using BRender along with footage of 3d graphics demos in dosbox. See how the bloody mayhem of Carmageddon came to be and how it ties to the snes' superfx chip. Music: Beach Party - Kevin MacLeod ( Ultralounge - Kevin MacLeod ( Inspired - Kevin MacLeod ( Licensed under Creative Commons: By Attribution 3.0 🤍

How to make a GAME ENGINE


● Join the Discord: 🤍 Woa, how to make a Game Engine is one of the most asked topic here in this channel and the answers are finally here. People often like to start by learning C, Python, C# and other languages and jump straight into making an Editor with a barebone renderer in OpenGL, DirectX, Vulkan, but that may not be the best approach. From my experience, the very first thing that you need to know in order to do this is to know the path that you'll be following in this journey. The challenges you will face and the rough step by step that may be a good idea for you to follow along. There is no "right answer" when it comes to game engine dev, but from my point of view, the path that I explain in the video will be the most efficient and less frustrating for most people, so it may help you as well in your journey. ························································ ► Uniday Studio By: Guilherme Teres Nunes

Making a C++ Game with No Experience!


I spent 1 week learning C from scratch and making a game in SFML. Discord: 🤍 Twitter: 🤍 Chapters: 0:00 - Intro 1:00 - Setup 1:36 - Sorting Algorithms 1:53 - Asteroids 5:26 - Outro SFML VSCODE REPO: 🤍 SFML Build Tutorial: 🤍 Cool Videos By My Friends: Polymars: Discord Bot Game- 🤍 Coder Gopher: Starting A Programming War - 🤍 Sam Hogan: Minecraft Without Blocks: 🤍 Tantan's Dream Game - 🤍 In Today's Game Development video we make asteroids in 1 week using c and sfml. I am a game dev making a game in c , a faithful recreation of asteroids. How do you make a game in c one might ask? Well here's how! inspired by my good friend polymars. "Making a C Game with No Experience!"

Building a Physics Engine with C++ and Simulating Machines


I talk about the basics of physics engine design and the theory behind rigid body constraint solvers. Here are all the resources you'll need to build a physics engine that is similar to the one I show in the video: Source code of my physics engine: 🤍 Euler method for solving differential equations: 🤍 Runge-Kutta method for solving differential equations: 🤍 Physically Based Modeling: Principles and Practice 🤍 Source code of my real-time video encoder: 🤍 Source code of my game engine: 🤍 #physics #simulation #programming Check out my GitHub profile! 🤍 Join my Discord! 🤍 Follow me on Instagram! 🤍 If you like my work and would like to support me, consider donating! 🤍 Thanks for watching!

Write a Game Engine? - WHY and HOW.


Should you write your own game engine? And how do you even write one? I never quite understood why some game developers write their own game engines nowadays. A couple of days ago that changed, because I got to talk to Travis Vroman, who has written multiple game engines for his company and I got to ask him some of my most pressing questions: 0:47 Why should you write your own game engine? 4:39 Why shouldn't you? 9:48 How long does it take to write a game engine? What takes the most time? 12:45 What's the hardest part about writing a game engine? 14:04 Who should write their own game engine? Who shouldn't? 15:48 How does the process of writing an entire game engine look like? Where do you even start? 20:40 Where can you learn how to write a working game engine? 21:36 Which tools and which programming language should you use? I got some pretty fascinating answers and I feel like I understand this subject a lot better now. Make sure to check out Travis channel: 🤍 He makes daily videos about game development.

ORX -- Data-Driven C/C++ 2.5D Game Engine (Free & Open Source!)


Orx is an open source, data-driven cross platform C/C 2.5D game development framework. Links 🤍 - *Support* : 🤍 *GameDev News* : 🤍 *GameDev Tutorials* : 🤍 *Discord* : 🤍 *Twitter* : 🤍 -

How to Build a 2D Renderer | Game Engine series


Patreon ► 🤍 Instagram ► 🤍 Twitter ► 🤍 Discord ► 🤍 Series Playlist ► 🤍

C# Basic 2D Game engine from scratch!


In this stream i will be making a basic 2d game engine from scratch. As most of you know i'v been very busy over the last month so i am using this stream as a bit of a refresher for my own brain. come on in and chat with me, maybe learn something new? Discord: 🤍 Like what i do and want to support me? Check out my patreon page! 🤍

C Game Engine Project Progress


Here's a short video demonstration of the current state of my game engine project. It started as a wireframe software 3D renderer I made purely to learn more about C as a language, but then it just quickly grew, I added an abstract GPU API that implements partial support for OpenGL at the moment and also integrated Bullet Physics 3 into it.

Upgraded! First Person Shooter at Command Prompt (C++)


One of my first videos was a First Person Shooter like engine that ran in the command prompt. I felt it was time to revisit it and update the graphical qualities of the engine. It's important that you watch the first video before this one. Source: 🤍 Blog: 🤍 Twitter: 🤍javidx9 Twitch: javidx9

Что ищут прямо сейчас на
game engine c mach3 купить house flipper luxury dlc qualcomm diag command kalash Mi 4A MOSHINA BOZORI modx админка Sadriddin signup page design 로제 isroil madrimov bugungi jangi вкусно полезно qurilish mollari narxlari pr_pr: firebase deko vs fander badin make xfce look good lujianmin wild haze