Below you’ll find a list of all the tutorials with a list of part and a short description of each part.
A tutorial about making games. Focuses a lot on SDL 2, but also other topics related to game programming. Some parts are pretty extensive so that you’ll get a deeper understanding about what’s going on.
This part gives you a quick introduction to SDL 2. It’ll help you set up SDL2 including header files, linking and everything you need to get SDL 2 up and running. It also contains a bare-boned SDL2 program.
Here we take a look at the two basic structs of SDL 2,
SDL_Renderer. It’ll help you understand what these do and how to initialize them and the basics of SDL2 correctly. We also take a look at how to set the render color ( which also works as background color )
Here we take a look at
SDL_Rect and how to render it with
About events in SDL 2. How to get the events, how the event structure,
SDL_Event laid out, and how we do we handle the event.
We learn how to check for collisions and make a simple game out of it.
In this part we take a look at
SDL_Textures and how to create them from image files ( bmp. ) We also look at how to render
We look at, and set up,
SDL_Image library. This is used to load png files which then can be rendered with the transparency layer.
Here we look at a new rendering function,
SDL_RenderCopyEx. The function lets us render textures rotated. We use it to make a simple analog clock.
Up until now we’ve used
SDL_Delay to limit framerate to ~16 FPS. We look at how to render using a delta time.
Text rendering in games can be tricky. Luckily,
SDL2_TTF does this for us. This part talks about
SDL2_TTF, how to set it up and how to use it.
A series about the new features of C++11. I will try to explain everything thoroughly and extensively. The goal is to learn about C++11, how the various parts of it works and why you should use them.
I will cover both minor features like
enum classes and larger ones like
This is a very short part about the new version of
enum classes. It covers what they are and why you should use them as much as possible
This part is very extensive and covers the new timing features of
C++11, chrono. It will help you when you’re dealing with timing in games and other applications.
My SDL2 Tutorial part 9 ( No more delays! ) also deals with
chron but this part covers it more extensively.
About smart pointers in C++11 (
weak_ptr ) what they are, how they work and how to use them. You should always use smart pointers unless you have a really good to.
Feel free to comment if you have anything to say or ask questions if anything is unclear. I always appreciate getting comments.
You can also email me : firstname.lastname@example.org