~/talk

Writing games in very modern C++

Talkat ACCU 2017 · 2017-04-24..04-29· [c-and-cpp, game-development]
slides:none on file

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

  1. 0:00Modern C++ game dev intro
  2. 4:07Video game history
  3. 13:02Game rules and simulations
  4. 22:49Memory-mapped graphics to modern APIs
  5. 27:09SG13 and 2D graphics standard
  6. 31:11Asteroids game with SG13
  7. 44:09Physics and movement
  8. 54:55Player controls and input
  9. 1:05:40Ship rotation and transformations
  10. 1:13:00Missiles and game mechanics
  11. 1:21:45Prototype challenges
  12. 1:23:30Why graphics matter
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