Game Engine Framework with C++ (Learning Engine Architecture through Sokoban and Shooting Games)
If you want to understand game engines, building one yourself is the fastest way. This is a project-based course where you will implement the core structure of a console game engine using C++ and complete projects including Sokoban and a flight shooting game. It provides a perspective that allows for a deep understanding of the structures of the Unreal and Unity engines.
RTTI, extending this far (Advanced Summary + Example Code Sharing)
Hello, I'm Seyun Jang!
I am writing this post to share a follow-up summary and example code that expands upon the RTTI (TypeId-based) content covered in the lecture.
While the lecture focused on directly implementing structures for distinguishing types and casting, in this post, I have expanded on that flow to cover everything from dynamic_cast to custom RTTI, the type system concepts used in Unreal Engine, and structures for creating objects using type information, such as TSubclassOf.
In particular, I structured it to help you understand how the architecture implemented in the lecture can be expanded in practice and how it is utilized within the engine.
You can find the related article at the link below.
๐https://ronniej.sfuhost.com/cpp-rtti-guide/
Additionally, I have organized all the code included in the blog post, starting from the custom RTTI implementation part, into an example project so that you can run it yourself.
๐https://github.com/hamtol2/Cpp_RTTI/
I hope this is helpful for those who want to summarize the lecture content or gain a deeper understanding ๐




