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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
  • Overview of SFML graphics and setup
    Setting up a development environment
  • Fundamentals of a Zelda-Style Game Engine
  • Core mechanics and design considerations
    Game loop architecture
  • Entity Component System (ECS) Architecture
  • Introduction to ECS
    Implementing entities, components, and systems
  • Entity Management
  • Dynamic entity creation and removal
    Component-based architecture
  • Artificial Intelligence Systems
  • Overview of AI in games
    Implementing basic enemy behaviors
    Pathfinding algorithms
  • Asset Handling
  • Importing and managing sprites and textures
    Implementing sprite sheets for animations
  • Physics Implementation
  • Basic collision detection and response
    Moving and static object interactions
  • Implementing Game Mechanics
  • Player movement and input handling
    Character interactions and combat systems
  • Integrating Sound and Music
  • Playing sound effects and adjusting volumes
    Adding background music
  • Debugging and Optimization
  • Common performance bottlenecks in ECS
    Debugging strategies and tools
  • Final Project: Building a Simple Zelda-Style Game
  • Setting project objectives and scope
    Implementing game features and polish
  • Next Steps and Advanced Topics
  • Introduction to networking in games
    Direction for further learning and improvement

Subjects

Programming