Learn C++ Programming By Making Games Volume 2
Learn C++ Programming By Making Games Volume 2, available at $79.99, has an average rating of 4.15, with 189 lectures, based on 282 reviews, and has 3379 subscribers.
You will learn about Students will learn good OOP fundamentals Students will learn some fundamentals of 2D computer graphics using SDL Students will have created a shell app that will contain 4 games Students will create a game like Tetris Students will create a game like Break-out! Students will create a game like Asteroids Students will create a game like Pac-man Students will learn some vector math in 2D This course is ideal for individuals who are Anyone who is interested in learning more about C++ and making games or Students with a good understanding of C++ basics: Loops, control flow, functions, pointers It is particularly useful for Anyone who is interested in learning more about C++ and making games or Students with a good understanding of C++ basics: Loops, control flow, functions, pointers.
Enroll now: Learn C++ Programming By Making Games Volume 2
Summary
Title: Learn C++ Programming By Making Games Volume 2
Price: $79.99
Average Rating: 4.15
Number of Lectures: 189
Number of Published Lectures: 189
Number of Curriculum Items: 189
Number of Published Curriculum Objects: 189
Original Price: $199.99
Quality Status: approved
Status: Live
What You Will Learn
- Students will learn good OOP fundamentals
- Students will learn some fundamentals of 2D computer graphics using SDL
- Students will have created a shell app that will contain 4 games
- Students will create a game like Tetris
- Students will create a game like Break-out!
- Students will create a game like Asteroids
- Students will create a game like Pac-man
- Students will learn some vector math in 2D
Who Should Attend
- Anyone who is interested in learning more about C++ and making games
- Students with a good understanding of C++ basics: Loops, control flow, functions, pointers
Target Audiences
- Anyone who is interested in learning more about C++ and making games
- Students with a good understanding of C++ basics: Loops, control flow, functions, pointers
An in depth practical course on OOP using C++. We learn the very basics of OOPlike Classes and Objects up to more advanced topics like move semanticsand lambda expressions. We then take those topics and apply them through a complex application that will contain 4 different arcade games: Tetris, Break-out!, Asteroids and Pacman. We will code 2 of those games together using the techniques we learned in the previous sections. The other 2 games will be projects for students.
We’ll be making this arcade app from SCRATCH (mostly), using SDL for window management, input and colour but that’s it! Everything else will be hand coded by us so we can get a good understanding of what’s happening underneath the hood in game engines.
What we make from scratch:
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Drawing lines and shapes
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Vectors
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Polygon fill algorithm
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2D texturing
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2D sprite animations
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2D rotations
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Loading bitmap files
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Sprite sheets
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So much more!
This is an exciting course for students to take their skills to the next level through challenging problems and games. This is a HARD course, but if you stick with it (and finish all the exercises and projects), you’ll not only be a better programmer than most of your peers, you’ll be one step closer to getting that industry job you’ve been dreaming about.
There’s no risk!
This course comes with a full 30 day money-back guarantee. If you are not completely satisfied with the course, Udemy will refund you what you paid – no questions asked.
Register for the course today!
Course Curriculum
Chapter 1: Raise the curtain
Lecture 1: Introduction
Lecture 2: Course overview
Lecture 3: Making things (mostly) from scratch
Lecture 4: GCC Setup
Lecture 5: Eclipse Setup
Chapter 2: Get to class
Lecture 1: Before we start / Something to remember
Lecture 2: Bottom up vs Top down design
Lecture 3: Classes and Objects
Lecture 4: Encapsulation – Public and Private access
Lecture 5: Data members
Lecture 6: Methods
Lecture 7: Structs Vs Classes
Lecture 8: Section 2 Practice Problems
Chapter 3: The particulars
Lecture 1: Constructors
Lecture 2: Initializer lists
Lecture 3: Delegating Constructors
Lecture 4: Destructors
Lecture 5: Class scope
Lecture 6: The this pointer
Lecture 7: How to have references in a class
Lecture 8: Explicit constructors
Lecture 9: Section 3 Practice Problems
Chapter 4: To instantiate or not to instantiate
Lecture 1: Calling methods on objects
Lecture 2: Objects within objects
Lecture 3: An array of objects
Lecture 4: Copy constructor
Lecture 5: Static keyword with classes
Lecture 6: Using const in classes
Lecture 7: Inlining methods
Lecture 8: Section 4 Practice Problems
Chapter 5: Hello operator my old friend….
Lecture 1: What are Operators?
Lecture 2: Operators In your classes
Lecture 3: A Vector Class
Lecture 4: Friend functions and one More Operator overload
Lecture 5: Friend classes
Lecture 6: Section 5 Practice probelms
Chapter 6: Let's make a thing: Nobody said there would be math…
Lecture 1: Comparing Floating point values
Lecture 2: Negating a Vector
Lecture 3: Vector multiplication by a scalar
Lecture 4: Vector Addition and Subtraction
Lecture 5: A Vector's Magnitude
Lecture 6: Unit Vectors
Lecture 7: Distance formula
Lecture 8: The Dot Product
Lecture 9: The Dot product interpretation 1 – Projection
Lecture 10: The Dot Product interpretation 2 – Trigonometry
Lecture 11: Reflecting a vector
Lecture 12: Rotating a Point
Lecture 13: Section 6 Practice Probelms
Lecture 14: Section 6 Source Code
Chapter 7: Dynamic Memory
Lecture 1: Dynamic Memory in classes
Lecture 2: Shallow copy vs Deep copy
Lecture 3: Operator equals
Lecture 4: Using new in constructors
Lecture 5: Cleaning up dynamic memory
Lecture 6: Pointers to objects
Lecture 7: Semi-complete DynamicIntArray
Lecture 8: Section 7 Practice Problems
Chapter 8: Let's make a thing: A line
Lecture 1: SDL2 Windows Setup
Lecture 2: SDL2 Mac Setup
Lecture 3: Setting up SDL 2.0 Window
Lecture 4: SDL Window Surface
Lecture 5: SDL Pixel Format
Lecture 6: The Color Class
Lecture 7: Screen Buffer Class
Lecture 8: The Screen Class
Lecture 9: Line Class
Lecture 10: Bresenham's Line Algorithm
Lecture 11: Drawing a line
Lecture 12: Section 8 Practice Problems
Lecture 13: Section 8 Source Code
Chapter 9: I spent your Inheritance kids
Lecture 1: Motivation: Is-A Relationships
Lecture 2: Basic Inheritance
Lecture 3: Access control: protected keyword
Lecture 4: Static and Dynamic binding
Lecture 5: Overriding methods
Lecture 6: Using base class methods
Lecture 7: Inheritance and dynamic memory
Lecture 8: Section 9 Practice Problems
Chapter 10: Designing with Inheritance
Lecture 1: Pure virtual functions
Lecture 2: Abstract base classes
Lecture 3: Pure virtual classes
Lecture 4: Multiple inheritance
Lecture 5: Multiple inheritance pitfalls – don't use Multiple inheritance
Lecture 6: Protected and Private Inheritance
Lecture 7: Section 10 Practice Problems
Chapter 11: Let's make a thing: Shapes
Lecture 1: The Shape class
Lecture 2: The Triangle class
Lecture 3: The Rectangle Class
Instructors
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Serge Lansiquot
AAA Game Developer, Indie Game Developer, Programming Tutor
Rating Distribution
- 1 stars: 6 votes
- 2 stars: 10 votes
- 3 stars: 32 votes
- 4 stars: 88 votes
- 5 stars: 146 votes
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