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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)Tutorials[Video] Arkanoid in 160 lines - C++11 + SFML2
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Author Topic: [Video] Arkanoid in 160 lines - C++11 + SFML2  (Read 3625 times)
vittorioromeo
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« on: November 24, 2013, 09:47:29 AM »

Hello TIGSource!

I've created a 40 minutes tutorial/screencast on the creation of a complete game using C++11 and SFML2.
The end result is a playable Arkanoid/Breakout clone with a paddle, a ball and destroyable bricks.

This is my first attempt at a complete C++11 game development tutorial.
I divided the code in 9 segments, that I analyze and execute individually.

The video is aimed at people with at least a basic knowledge of C++.
Having some knowledge about common game development concepts will also greatly help.

The point of the video is showing how easy it is to create something playable thanks to the new standard and to SFML2, and to show a possible train of thought that can be taken during game development.

Watch it here:




I greatly appreciate comments and criticism, and ideas for future videos/tutorials.

Also, feel free to fork the game's source code at:
https://github.com/SuperV1234/Tutorials
and expand upon it: if people like the idea I will feature the best forks in a future video Smiley

For other tutorials: http://vittorioromeo.info/tutorials.html - or just browse my YT channel.

Thanks for watching!
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vittorioromeo
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« Reply #1 on: November 29, 2013, 01:53:29 PM »

I've uploaded the second episode of "Dive into C++11" on my YouTube channel.





Playlist: http://www.youtube.com/playlist?list=PLTEcWGdSiQenl4YRPvSqW7UPC6SiGNN7e

The video is quite long - if you want to skip to the parts you may find most interesting, here's a schedule:

Quote
0:00 - constexpr addendum
3:20 - uniform intialization syntax addendum
10:10 - 1st segment (const-correctness, noexcept, event polling)
19:40 - 2nd segment (FPS and Frametime management)
34:15 - 4th segment ("time-slicing" for consistent logic with any FPS)
45:10 - 5th segment (refactoring)

In this episode we will learn more about two previously mentioned new awesome C++11 features: "constexpr" and "uniform initialization syntax".

Most importantly, we will also deal with a very big issue that every game developer must face: FPS/frametime, and how to avoid the game from behaving differently on slower/faster machines.

In addition, we'll also briefly learn about "const-correctness" and using the "noexcept" keyword.

We will analyze the "time-slice" method to allow the game to run smoothly and consistently on every machine.

In the last code segment, we will also "refactor" our code by creating a `Game` class, making our source much easier to read and maintain.

I greatly appreciate comments and criticism, and ideas for future videos/tutorials.

Feel free to fork the game's source code at: https://github.com/SuperV1234/Tutorials
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vittorioromeo
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« Reply #2 on: December 15, 2013, 12:06:46 PM »

I've uploaded the third episode of "Dive into C++11" on my YouTube channel.



|| Playlist

In this episode we'll take a break from game development to delve into C and C++'s memory and lifetime management. We'll talk about automatic variable lifetime, pointers in general and dynamic memory allocation.

The intended audience for this tutorial/screencast are people who have some experience with C++ in general, and who watched the previous episodes. This episode may be very interesting for those with experience with C++ who want to learn more about variable lifetime and memory management.

I greatly appreciate comments and criticism, and ideas for future videos/tutorials.

Feel free to fork/analyze the source code at: https://github.com/SuperV1234/Tutorials
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vittorioromeo
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« Reply #3 on: January 03, 2014, 05:38:23 PM »

I've uploaded the fourth episode of "Dive into C++11" on my YouTube channel.



|| Playlist

After looking at C and C++'s memory and lifetime management in part 3, we'll take a brief look at C++11 smart pointers. We will learn what they are, what problem they solve, their advantages and their uses.

The intended audience for this tutorial/screencast are people who have some experience with C++ in general, and who watched the previous episodes.
This episode may be very interesting for pre-C++11 users who want to learn modern C++11 memory management, but it is also suitable for beginners.

I greatly appreciate comments and criticism, and ideas for future videos/tutorials.

Feel free to fork/analyze the source code at: https://github.com/SuperV1234/Tutorials
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