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Advanced Game Main Loops and Performance Optimization - Lecture 19

Dave Churchill via YouTube

Overview

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Learn advanced game programming concepts in this comprehensive lecture focusing on main loop architectures and implementations. Explore the evolution from simple program loops to sophisticated game loops, understanding FPS management, fixed frame rates, and simulation time scaling. Master the intricacies of rendering integration, variable fixed updates, and collision handling through practical examples and analogies. Examine techniques for decoupling rendering from game logic, managing game speed, and implementing multiple game updates. Includes references to supplementary video materials demonstrating real-world applications of these concepts. Part of Memorial University's Computer Science 4300 course taught by Professor David Churchill, utilizing C++ programming and SFML graphics library within an ECS (Entities, Components, Systems) architecture framework.

Syllabus

- Intro
- Simple Program Main Loops
- Game Main Loops
- Game Loop Speed / FPS
- Setting a Fixed FPS
- Quick Notes
- Simulation Time Scaling
- How Rendering Fits
- Variable Fixed Updates
- Burger Analogy
- Decoupling Rendering
- Game Speed + Collision Issue
- Multiple Game Updates
- Video 1 https://www.youtube.com/watch?v=oQ7dXvMfr30
- Video 2 https://www.youtube.com/watch?v=UnU7DJXiMAQ
- Video 3 https://www.youtube.com/watch?v=kpk2tdsPh0A

Taught by

Dave Churchill

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