Lectures
Click on a lecture to see the recommended reading for that day. In addition, you can download the slides and any demo code. We do not record lectures in this course. You are expected to attend in order to learn the material.
14. Procedural Content
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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 lecture, this is harder - not easier - than traditional level design. Details › |
| March 20, 2026 | no slides | no demos |
13. Level Design
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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. Details › |
| March 16, 2026 | slides | no demos |
12. Custom Pipelines
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Now that we have had an overview of how graphics works, it is time to learn how to set-up a custom graphics pipeline in CUGL. While SpriteBatch is an extremely powerful tool, custom pipelines can allow us to do some really cool effects. Details › |
| March 4, 2026 | slides | demos |
11. Graphics Pipeline
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Everyone loves custom shaders. But how do you integrate them into CUGL and how do you get data to the shader? In this lecture we give an overview of how graphics works in CUGL so that we can understand this better. Details › |
| March 2, 2026 | slides | demos |
10. Multithreading
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Most of you will write your games using a single thread of execution. But sometimes performance constraints demand we add another thread. This is not as hard as you think it is. Details › |
| February 23, 2026 | slides | no demos |