background preloader

Tuts

Facebook Twitter

Rob The Bloke. Moosader Tutorials. RB Whitaker's WikiA Game Development Launchpad. Welcome to this website!

RB Whitaker's WikiA Game Development Launchpad

This started out as a temporary location for my tutorials and projects, which has become quite popular, and as a result, fairly permanent. As long as Wikidot keeps cooperating with me, I'm planning on staying here. This site is designed as a place to help you get going with game development (or just software development in general) and provides you with tons of free amazing tutorials, software, and resources for you to use. Take a look at my XNA Tutorials as well as my MonoGame Tutorials, and my Realm Factory program, which is a basic (free) level editor for XNA. Or see what other people are saying in the Forum. 9 December 2020 Can't believe it has been 11 months since I posted an update. 11 January 2020 BasicEffect fog tutorial for MonoGame has now been created, ported from the XNA version.

This leaves one big tutorial in the 2D set and one big tutorial in the 3D set un-ported, but everything else in the first five MonoGame tutorial sets has now been ported! SDL:Tutorials:Complete 2D Engine Overview. A brief look at a game engine What is a game engine?

SDL:Tutorials:Complete 2D Engine Overview

Simply put, a game engine is a set of systems that simplify commonly used functions in a game. An engine has subsystems which control defined parts of the common game functions. Most games have the following subsystems: Some games have more subsystems depending on their needs. Why use a game engine? A game engine can (and usually does) simplify game development. What do I plan to cover? With all that said you can see why a game engine can be useful. Note If at anytime you get lost in the tutorials due to lack of source code you can get the full source code here. This tutorial was written by Seoushi. SDL:Tutorials:Simple Engine Framework. Description A solid game engine is key to succeeding in building a complete game.

SDL:Tutorials:Simple Engine Framework

Having a flexible and solid framework powering your game makes your overall game easier and faster to code, read and understand, and also less error-prone and more stable. I'm a very big fan of OOP (which is Object Oriented Programming for those of you living under a rock), so my approach to building a solid game framework is creating an engine class that handles the general aspects of the game. In this case, I've chosen the path of simplicity and gone with virtual functions provided and called by the engine. Lazy Foo' Productions. DeWiTTERS Game Loop – Koonsolo Games. The game loop is the heartbeat of every game, no game can run without it.

deWiTTERS Game Loop – Koonsolo Games

But unfortunately for every new game programmer, there aren’t any good articles on the internet who provide the proper information on this topic. But fear not, because you have just stumbled upon the one and only article that gives the game loop the attention it deserves. Thanks to my job as a game programmer, I come into contact with a lot of code for small mobile games. And it always amazes me how many game loop implementations are out there. You might wonder yourself how a simple thing like that can be written in different ways. (Thanks to Kao Cardoso Félix this article is also available in Brazilian Portuguese, and thanks to Damian/MORT in Polish) The Game Loop Every game consists of a sequence of getting user input, updating the game state, handling AI, playing music and sound effects, and displaying the game.

Bool game_is_running = true; while( game_is_running ) { update_game(); display_game(); }