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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.

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152 learners

Level Basic

Course period Unlimited

C++
C++
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Architecture
Architecture
C++
C++
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Architecture
Architecture

[Lecture Update] The Component-based Engine Extension part has been added

Hello, I'm Seyoon Jang.
A new part has been added to the 'Game Engine Framework with C++' course.

In this update, we will expand the Actor-centered game engine completed in the previous lecture into a Component-based structure.

We will separate the responsibilities of Transform, SpriteRenderer, and BoxCollision into Components and implement a Transform Scene Graph to represent parent-child relationships. Afterwards, we will update the Sokoban and flight shooting games to the new structure, and finally, explore expansion directions leading to Prefabs, ActorIDs, and DOD/ECS.

Rather than building a completely new game engine, this extended lecture is structured to help you experience why a Component structure is necessary by directly refactoring the engine and game code created in the previous lectures.

Along with the new lecture videos, the class notes for each lecture and the step-by-step project ZIP files have all been uploaded.

Those who have already completed the existing course can continue by starting from the new section following the previous final lecture.

For those who are reviewing the lectures, it will also be helpful for organizing the relationships between Actor, Component, and Scene Graph.
I look forward to seeing you in the newly expanded lectures!

Thank you!

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