This page contains all of the pre-recorded video lessons posted so far, with the most
recent posting listed first. It is, for all intents and purposes, the textbook of this
course. You are expected to keep up with these videos. Each
class session will indicate the videos that we
will have expected you to watch by that point.
We do apologize about the quality of these videos. These are not the professional,
YouTube style videos that we made for 1110. For the most part it is your instructor
talking through slides. That is because we chose to focus this semester on improving
the game engine technology, and not on making the fanciest videos possible.
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The last video of the course talks about getting your game out there, so you can be next Family Style. You cannot just release your app to the App Store if you actually want people to play it. You have to promote it.
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In this video we will talk about how to optimize your code. As mobile devices are not quite a powerful as full computers, this is an important step before you start to distribute your application.
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In this short lesson, we will talk about debugging. While we assume that most of you know how to debug, it is not a given that you know how to debug in C++. There are some special techniques to leverage for this language.
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Simple audio in CUGL is pretty straight forward if you look at the code demos. But as we show in this video, CUGL is capable of so much more, provided that you understand how game audio works.
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Procedural content is always something that people strive for, because it can make your game infinitely replayable. But as we show in this video, this is harder - not easier - than traditional level design.
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