Writing games in very modern C++
summary
Walks through using the SG13 HMI 2D API proposal and a Cairo-based reference implementation to write a playable Asteroids clone in modern C++: implements vector math, polar/cartesian conversions, physics, ship control, asteroids, missiles, on Visual Studio 2015; uses Windows calls for input because standard input isn’t in the spec yet. Demo renders and responds to thrust/rotation/fire, supports wrapping, caps missile count, but has no collision detection, no sound, and is a bit slower than a DirectX path.
AI-written summary · about
chapters (12)
- 0:00Modern C++ game dev intro
- 4:07Video game history
- 13:02Game rules and simulations
- 22:49Memory-mapped graphics to modern APIs
- 27:09SG13 and 2D graphics standard
- 31:11Asteroids game with SG13
- 44:09Physics and movement
- 54:55Player controls and input
- 1:05:40Ship rotation and transformations
- 1:13:00Missiles and game mechanics
- 1:21:45Prototype challenges
- 1:23:30Why graphics matter
related talks
01h 03mA C++ journey from old to modern - Modernising ObjectiveFrame
01h 03m“The MAME story: From C to Modern C++"
54mTraveling the Solar System with C++: Programming Rocket Science
01h 26mHow I Teach Modern C++ One Pixel at a Time
29mGames in Godot! Let's make a classic paddle game with C#!
59mPlaying Video Games One Frame at a Time
01h 01mGame engine using STD C++ 11
01h 06mModern C and What We Can Learn From It
