Contents
Below you’ll find a list of all the tutorials with a list of part and a short description of each part.
Game programming in SDL2
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.
Part 1 – Setting up SDL 2
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.
Part 2 – Your first SDL 2 application
Here we take a look at the two basic structs of SDL 2, SDL_Window
and 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 )
Part 3 – Drawing rectangles
Here we take a look at SDL_Rect
and how to render it with SDL_RenderDrawRect
and SDL_RenderFillRect
.
Part 4 – Making things happen
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.
Part 5 – Collision detection and our first game!
We learn how to check for collisions and make a simple game out of it.
Part 6 – Let’s load some textures!
In this part we take a look at SDL_Texture
s and how to create them from image files ( bmp. ) We also look at how to render SDL_Texture
s.
Part 7 – Using PNG files
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.
Part 8 – It’s TIME for another update!
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.
Part 9 – No more delays!
Up until now we’ve used SDL_Delay
to limit framerate to ~16 FPS. We look at how to render using a delta time.
Part 10 – Text Rendering
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.
C++11 Features
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 chrono
Part 1 – Enum classes
This is a very short part about the new version of enums
, enum class
es. It covers what they are and why you should use them as much as possible
Part 2 – Timing with chrono
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.
Part 3 – Smart pointers in C++11
About smart pointers in C++11 ( unique_ptr
, shared_ptr
and 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 : olevegard@headerphile.com