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Examples
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.
Demonstrates the "boiler plate" necessary to get started.
- [ Source ]
Provides a few examples (toggled using the spacebar) of some of more simplistic drawing capabilities.
- [ Source ]
Demonstrates the Recursive Back-tracker algorithm to generate a maze.
- [ Source ]
- [ @javidx9's video ]
John Conway's Game of Life demonstrating cellular automata.
- [ 04 - GameOfLife ]
- [ @javidx9's video ]
A simple racing game example similar to Pole Position.
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.
- [ 06 - Splines1 ]
- [ @javidx9's video ]
Yup, it's a game of Frogger.
- [ 07 - Frogger ]
- [ @javidx9's video ]
And now for Asteroids.
- [ 08 - Asteroids ]
- [ @javidx9's video ]
Continuing the example started in Splines1, this demonstrates how to move objects around a spline with a consistent velocity.
- [ 09 - Splines2 ]
- [ @javidx9's video ]
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).
- [ 10 - WebCam ]
- [ @javidx9's video ]
Demonstrates an implementation of the A* path finding algorithm.
A first-person shooter like engine (originally targeting Command Prompt).
Demonstrates the approximation of the Perlin Noise algorithm for use in game design.
- [ 13 - PerlinNoise ]
- [ @javidx9's video ]
Yes... FlappyBird (originally targeting Command Prompt) which demonstrates levels that never end and introducing basic game physics.
- [ 14 - FlappyBird ]
- [ @javidx9's video ]
Demonstrates a brute-force implementation of an Optical Flow algorithm.
- [ 15 - AR_OpticFlow ]
- [ @javidx9's video ]
A Worms-like game. In part 1 focuses on adding game units, particles and some physics.
- [ 16 - Worms1 ]
- [ @javidx9's video ]
A Worms-like game. In part 2 focuses on user input, cameras and state machines.
- [ 17 - Worms2 ]
- [ @javidx9's video ]
A Worms-like game. In part 3 focuses fit and finish; including unit AI.
- [ 18 - Worms3 ]
- [ @javidx9's video ]
Collision detection for circles.
- [ 19 - Balls1 ]
- [ @javidx9's video ]
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.
- [ 20 - Balls2 ]
- [ @javidx9's video ]
Demonstrates a simple yet smooth tile-based 2D platform jumper.
- [ 21 - PlatformGame1 ]
- [ @javidx9's video ]
Creating a top-down roleplaying game.
- [ 2 - RolePlayingGame ]
- [ @javidx9's video 1 ]
- [ @javidx9's video 2 ]
- [ @javidx9's video 3 ]
- [ @javidx9's video 4 ]
A very quick-and-dirty Breakout-style game.
- [ 23 - Breakout ]
- [ @javidx9's video ]
Demonstrates a pseudo 3D style display similar in style to the MODE7 implementation on the Super Nintendo.
Examines a framework to experiment with different racing lines along a parametric track.
- [ 25 - RacingLines ]
- [ @javidx9's video ]
Demonstrates a technique to easily add panning and zooming to your application.
- [ 26 - PanAndZoom ]
- [ @javidx9's video ]
Introduces vertices and triangles resulting in a rotating cube in 2-axis.
- [ 27 - Engine3d1 ]
- [ @javidx9's video ]
Continues from the previous and adds triangle culling.
- [ 28 - Engine3d2 ]
- [ @javidx9's video ]
Implements cameras and clipping planes including working with points and matrices.
- [ 29 - Engine3d3 ]
- [ @javidx9's video ]
Adds texturing and depth buffers.
- [ 30 - Engine3d4 ]
- [ @javidx9's video ]
A crude level editor.
- [ 31 - LevelMaker ]
A basic sprite editor.