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Creating a Game Loop with C & SDL (Tutorial)

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This video is a beginner-friendly introduction on how to create a game loop using C & SDL.
We'll start by discussing how to install SDL on Linux, macOS, and Windows, and we'll then proceed to create a very simple C application that uses SDL to control game objects.
We'll briefly discuss how to create an SDL window, render simple objects on the screen, cap our framerate, and achieve framerate-independent movement.
Download the source code:
Chapters:
00:00:00 Introduction
00:07:28 C & the SDL Library
00:09:37 Installing SDL on Linux
00:11:33 Installing SDL on macOS
00:12:26 Installing SDL on Windows
00:27:44 Starting our code
00:33:12 Using a Makefile
00:37:08 Including SDL in our C code
00:43:17 Creating an SDL window
00:58:59 Handling Process Input
01:04:53 Adding SDL Linker Flags
01:09:11 Drawing a filled rectangle with SDL
01:19:49 Capping our Framerate
01:32:37 Moving game objects as a function of delta-time
01:40:05 Using SDL_Delay
01:47:37 Deciding not to cap our framerate
01:49:26 Conclusion & next steps
As always, this is just the initial conversation about a potentially complex topic. For a more detailed overview of fixing our time step, Glenn Fiedler's blog post is a mandatory read:
Also, don't forget to subscribe to receive updates and news about new lectures and tutorials:
Enjoy!
We'll start by discussing how to install SDL on Linux, macOS, and Windows, and we'll then proceed to create a very simple C application that uses SDL to control game objects.
We'll briefly discuss how to create an SDL window, render simple objects on the screen, cap our framerate, and achieve framerate-independent movement.
Download the source code:
Chapters:
00:00:00 Introduction
00:07:28 C & the SDL Library
00:09:37 Installing SDL on Linux
00:11:33 Installing SDL on macOS
00:12:26 Installing SDL on Windows
00:27:44 Starting our code
00:33:12 Using a Makefile
00:37:08 Including SDL in our C code
00:43:17 Creating an SDL window
00:58:59 Handling Process Input
01:04:53 Adding SDL Linker Flags
01:09:11 Drawing a filled rectangle with SDL
01:19:49 Capping our Framerate
01:32:37 Moving game objects as a function of delta-time
01:40:05 Using SDL_Delay
01:47:37 Deciding not to cap our framerate
01:49:26 Conclusion & next steps
As always, this is just the initial conversation about a potentially complex topic. For a more detailed overview of fixing our time step, Glenn Fiedler's blog post is a mandatory read:
Also, don't forget to subscribe to receive updates and news about new lectures and tutorials:
Enjoy!
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