Contents
Below you'll find a list of all the tutorials with a list of part and a short description of each part.
Game programming in SDL2
A tutorial about making games. Focuses a lot on SDL 2, but also other topics related to game programming. Some parts are pretty extensive so that you'll get a deeper understanding about what's going on.
Part 1 - Setting up SDL 2
This part gives you a quick introduction to SDL 2. It'll help you set up SDL2 including header files, linking and everything you need to get SDL 2 up and running. It also contains a bare-boned SDL2 program.
Part 2 - Your first SDL 2 application
Here we take a look at the two basic structs of SDL 2,
SDL_Window
and SDL_Renderer
. It'll help you understand what these do and how to initialize them and the basics of SDL2 correctly. We also take a look at how to set the render color ( which also works as background color )Part 3 - Drawing rectangles
Here we take a look at
SDL_Rect
and how to render it with SDL_RenderDrawRect
and SDL_RenderFillRect
.Part 4 - Making things happen
About events in SDL 2. How to get the events, how the event structure,
SDL_Event
laid out, and how we do we handle the event.Part 5 - Collision detection and our first game!
We learn how to check for collisions and make a simple game out of it.
Part 6 - Let's load some textures!
In this part we take a look at
SDL_Texture
s and how to create them from image files ( bmp. ) We also look at how to render SDL_Texture
s.Part 7 - Using PNG files
We look at, and set up,
SDL_Image
library. This is used to load png files which then can be rendered with the transparency layer. Part 8 - It's TIME for another update!
Here we look at a new rendering function,
SDL_RenderCopyEx
. The function lets us render textures rotated. We use it to make a simple analog clock.Part 9 - No more delays!
Up until now we've used
SDL_Delay
to limit framerate to ~16 FPS. We look at how to render using a delta time. Part 10 - Text Rendering
Text rendering in games can be tricky. Luckily,
SDL2_TTF
does this for us. This part talks about SDL2_TTF
, how to set it up and how to use it. C++11 Features
A series about the new features of C++11. I will try to explain everything thoroughly and extensively. The goal is to learn about C++11, how the various parts of it works and why you should use them.
I will cover both minor features like
enum classes
and larger ones like chrono
Part 1 - Enum classes
This is a very short part about the new version of
enums
, enum class
es. It covers what they are and why you should use them as much as possiblePart 2 - Timing with chrono
This part is very extensive and covers the new timing features of
C++11
, My SDL2 Tutorial part 9 ( No more delays! ) also deals with
chron
but this part covers it more extensively.Part 3 - Smart pointers in C++11
About smart pointers in C++11 (
unique_ptr
, shared_ptr
and weak_ptr
) what they are, how they work and how to use them. You should always use smart pointers unless you have a really good to.
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