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COMP4300 - Game Programming - Lecture 18 - Intro to Shaders

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00:00 - Intro + Resources
00:40 - CPU vs GPU (Mythbusters)
02:34 - What are Shaders / GLSL?
08:29 - The Book of Shaders Tutorial
23:29 - Shader Toy Tutorial / Live Coding
23:59 - Coordinates / Resolution
24:30 - Defining Output Colors
27:05 - Using Textures
28:23 - Converting to Grayscale
30:05 - Image Masking
31:43 - Time Based Effects
35:01 - Green Screen Effect
43:23 - Drawing a Circle
54:16 - Spotlight Effect
57:26 - Complex Examples
58:50 - Using Shaders in SFML
1:07:03 - Outdated Project Information
1:08:24 - Shader Packs / Examples
Memorial University - Computer Science 4300 - Fall 2024
Intro to Game Programming
This is a course for students interested in learning the fundamentals of game programming and game engine architecture. Topics include an introduction to: vector math for games, rendering, animation, and artificial intelligence, collision detection, game physics, and user-interfaces. Students will be writing fully functional games using an ECS (Entities, Components, Systems) architecture, using the C++ programming language and the SFML graphics library.
Course Assignments / Files will not be released publicly
00:40 - CPU vs GPU (Mythbusters)
02:34 - What are Shaders / GLSL?
08:29 - The Book of Shaders Tutorial
23:29 - Shader Toy Tutorial / Live Coding
23:59 - Coordinates / Resolution
24:30 - Defining Output Colors
27:05 - Using Textures
28:23 - Converting to Grayscale
30:05 - Image Masking
31:43 - Time Based Effects
35:01 - Green Screen Effect
43:23 - Drawing a Circle
54:16 - Spotlight Effect
57:26 - Complex Examples
58:50 - Using Shaders in SFML
1:07:03 - Outdated Project Information
1:08:24 - Shader Packs / Examples
Memorial University - Computer Science 4300 - Fall 2024
Intro to Game Programming
This is a course for students interested in learning the fundamentals of game programming and game engine architecture. Topics include an introduction to: vector math for games, rendering, animation, and artificial intelligence, collision detection, game physics, and user-interfaces. Students will be writing fully functional games using an ECS (Entities, Components, Systems) architecture, using the C++ programming language and the SFML graphics library.
Course Assignments / Files will not be released publicly
COMP4300 - Game Programming - Lecture 01 - Course Introduction
COMP4300 - Game Programming - Lecture 01 - Course Introduction
COMP4300 - Game Programming - Lecture 02 - Intro to C++ (1/2)
COMP4300 - C++ Game Programming - Lecture 02 - Intro to C++ (1/2)
COMP4300 - C++ Game Programming - Lecture 01 - Course Introduction
COMP4300 - Game Programming - Lecture 01 - Course Introduction
COMP4300 - Game Programming - Lecture 15 - Pathfinding and Steering
COMP4300 - Game Programming - Lecture 01 - Course Syllabus + Intro to ECS
COMP4300 - Game Programming - Lecture 04 - SFML + ImGui Tutorial
COMP4300 - Game Programming - Lecture 03 - Intro to C++ (2/2)
COMP4300 - Game Programming - Lecture 05 - Intro to ECS
COMP4300 - Game Programming - Lecture 03 - Intro to C++ (Part 2/2)
COMP4300 - Game Programming - Lecture 03 - Assignment 1 and C++ Environment Setup
COMP4300 - C++ Game Programming - Assignment 2
COMP4300 - Game Programming - Lecture 04 - Assignment 1 + SFML
COMP4300 - Game Programming - Lecture 14 - Project Info
COMP4300 - C++ Game Programming - Lecture 03 - Intro to C++ (2/2)
COMP4300 - Game Programming - Lecture 17 - Optimizations, Cache Memory, Memory Pooling
COMP4300 - Game Programming - Lecture 09 - Textures, Animations, A3 Architecture
COMP4300 - Game Programming - Lecture 05 - Intro to ECS
COMP4300 - Game Programming - Lecture 05 - Introduction to ECS
COMP4300 - Game Programming - Lecture 21 - Visual Code Profiling
COMP4300 - Game Programming - Lecture 21 - Introduction to Shaders
COMP4300 - Game Programming - Lecture 06 - Entity Manager + 2D Math
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