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Starts 2 June 2025 22:17
Ends 2 June 2025
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Game Programming: Building a Zelda-Style Game Engine with Entity Component Systems - Lecture 16
Dive into game programming fundamentals through a Zelda-style assignment, covering entity management, AI systems, asset handling, and physics implementation in C++ with SFML graphics.
Dave Churchill
via YouTube
Dave Churchill
2408 Courses
1 hour 9 minutes
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Overview
Dive into game programming fundamentals through a Zelda-style assignment, covering entity management, AI systems, asset handling, and physics implementation in C++ with SFML graphics.
Syllabus
- Introduction to Game Programming with SFML
- Fundamentals of a Zelda-Style Game Engine
- Entity Component System (ECS) Architecture
- Entity Management
- Artificial Intelligence Systems
- Asset Handling
- Physics Implementation
- Implementing Game Mechanics
- Integrating Sound and Music
- Debugging and Optimization
- Final Project: Building a Simple Zelda-Style Game
- Next Steps and Advanced Topics
Overview of SFML graphics and setup
Setting up a development environment
Core mechanics and design considerations
Game loop architecture
Introduction to ECS
Implementing entities, components, and systems
Dynamic entity creation and removal
Component-based architecture
Overview of AI in games
Implementing basic enemy behaviors
Pathfinding algorithms
Importing and managing sprites and textures
Implementing sprite sheets for animations
Basic collision detection and response
Moving and static object interactions
Player movement and input handling
Character interactions and combat systems
Playing sound effects and adjusting volumes
Adding background music
Common performance bottlenecks in ECS
Debugging strategies and tools
Setting project objectives and scope
Implementing game features and polish
Introduction to networking in games
Direction for further learning and improvement
Subjects
Programming