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Examples

Cory Smith edited this page Jan 10, 2024 · 4 revisions

Here is a list of the examples available along with a brief description, a link to the source as well as (if available) a link to @javidx9's video that inspired the related example.

01 - Empty

Demonstrates the "boiler plate" necessary to get started.

02 - Hello World

Provides a few examples (toggled using the spacebar) of some of more simplistic drawing capabilities.

03 - Mazes

Demonstrates the Recursive Back-tracker algorithm to generate a maze.

04 - Game of Life

John Conway's Game of Life demonstrating cellular automata.

05 - Retro Arcade Racer

A simple racing game example similar to Pole Position.

06 - Splines #1

An example demonstrating Catmull-Rom Splines which offer a way to have curves in your applications. Explores programming related to spline paths and loops that can also be applied to NPC movement.

07 - Frogger

Yup, it's a game of Frogger.

08 - Asteroids

And now for Asteroids.

09 - Splines #2

Continuing the example started in Splines1, this demonstrates how to move objects around a spline with a consistent velocity.

10 - WebCam

A rough example demonstrating displaying video in a from a webcam while converting pixel RGB values into characters with a limited palette and looking "good" (originally targeting Command Prompt).

11 - Path Finding A-Star

Demonstrates an implementation of the A* path finding algorithm.

12 - Command Line FPS #2

A first-person shooter like engine (originally targeting Command Prompt).

13 - Perlin Noise

Demonstrates the approximation of the Perlin Noise algorithm for use in game design.

14 - FlappyBird

Yes... FlappyBird (originally targeting Command Prompt) which demonstrates levels that never end and introducing basic game physics.

15 - Augmented Reality - OpticFlow

Demonstrates a brute-force implementation of an Optical Flow algorithm.

16 - Worms #1

A Worms-like game. In part 1 focuses on adding game units, particles and some physics.

17 - Worms #2

A Worms-like game. In part 2 focuses on user input, cameras and state machines.

18 - Worms #3

A Worms-like game. In part 3 focuses fit and finish; including unit AI.

19 - Balls #1

Collision detection for circles.

20 - Balls #2

Improves the circle physics-based engine, introduces a more accurate method for tracking time for use in simulations as well as implements an arbitrary edge object that can be used to displace and deflect balls.

21 - Platform Game #1

Demonstrates a simple yet smooth tile-based 2D platform jumper.

22 - Role Playing Game

Creating a top-down roleplaying game.

23 - Breakout

A very quick-and-dirty Breakout-style game.

24 - Pseudo 3D "Planes MODE7"

Demonstrates a pseudo 3D style display similar in style to the MODE7 implementation on the Super Nintendo.

25 - Racing Lines

Examines a framework to experiment with different racing lines along a parametric track.

26 - Pan and Zoom

Demonstrates a technique to easily add panning and zooming to your application.

27 - Engine 3D #1

Introduces vertices and triangles resulting in a rotating cube in 2-axis.

28 - Engine 3D #2

Continues from the previous and adds triangle culling.

29 - Engine 3D #3

Implements cameras and clipping planes including working with points and matrices.

30 - Engine 3D #4

Adds texturing and depth buffers.

31 - Level Maker

A crude level editor.

32 - Sprite Editor

A basic sprite editor.