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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After several programming lessons, it is time to return to design. With alpha release around the corner, we need to talk about how we do proper level design.
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After some programmer-heavy lectures, we return to some lessons relevant to designers. As with scene graphs, this video goes into both the programming and design aspects of 2d animation.
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Game networking is a complicated topic. But as we show in this lesson, it is possible in this course provided that you have the proper scope, and the proper support libraries.
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Even though we just had a lesson on memory (in C++), that was still not enough. There are some more special issues that we need to be aware of when working on mobile devices.
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This is our final lesson on C++. In this lesson we finally talk more about memory in C++. We get into the details of how smart pointers work and how to use (and not use) them.
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