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Game Programming: Actions and Replays - Lecture 10

Dave Churchill via YouTube

Overview

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Explore game programming concepts in this lecture focusing on actions and replays. Dive into game inputs, action implementation, and architecture design. Learn about the Action class, key mapping, and object creation. Discover scene actions, alternate architectures, and the implementation of replay systems. Witness an AI and replay ghost demonstration. Gain valuable insights into game engine architecture, vector math, rendering, animation, artificial intelligence, collision detection, game physics, and user interfaces. Utilize C++ programming and SFML graphics library to create functional games using an ECS (Entities, Components, Systems) architecture.

Syllabus

- Intro
- Game Inputs and Actions
- Game Action Implementation
- A3 Architecture Reminder
- Action Class Implementation
- Action Start and End
- Mapping Keys to Actions
- Creating Action Objects
- Doing Scene Actions
- Alternate Architecture
- Replays
- AI + Replay Ghost Demo

Taught by

Dave Churchill

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