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C++ Template Programming

C++ Templates In this post, I will introduce you to C++ template programming. Some of the topics I will cover are function templates, class templates, variable templates, variadic templates, type...

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C++ Fast Track for Games Programming Part 17: AI

C++ Fast-track for Games Programming Part 17: AI Like physics, AI (Artificial Intelligence) is an incredibly complex field, and it’s always changing. Some companies allocate entire teams to the subject...

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C++ Fast-track for Games Programming Part 16: Physics

C++ Fast-track for Games Programming Part 16: Physics In this tutorial, you will be introduced to game physics. This is an incredibly broad field, and quite complex too, so you’ll really only get a...

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C++ Fast Track for Games Programming Part 15: File I/O

C++ Fast-track for Games Programming Part 15: File I/O Before we continue with typical game related topics, you need to know a few more general techniques that will help you when you write your games....

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C++ Fast Track for Games Programming Part 14: Fixed Point

C++ Fast-track for Games Programming Part 14: Fixed Point In part Part 9 you worked with colours and were introduced to the noble art of bitmagic. Here’s a quick refresher: multiplying an integer value...

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C++ Fast Track for Games Programming Part 13: Data Structures

C++ Fast Track for Games Programming Part 13: Data Structures You are quite far into the C++ Fast Track preparation for Games Programming tutorial series. If you got here in good shape, you learned a...

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C++ Fast Track for Games Programming Part 12: Classes

C++ Fast-track for Games Programming Part 12: Classes In this part, we will build on the code from our work with Tiles. We aim to place this in a more reusable and understandable structure – this is...

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C++ Fast Track for Games Programming Part 11: Tiles

C++ Fast-track for Games Programming Part 11: Tiles It is time to introduce you to a great concept for 2D graphics in C++, that you will find very useful and easy to use: tilemaps. Previous Part:...

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C++ Fast Track for Games Programming Part 10: Arrays

C++ Fast-track for Games Programming Part 10: Arrays In previous episodes we generally worked with one object at a time: one ball, one grain of sand, and so on. In practice, we will generally want...

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C++ Fast Track for Games Programming Part 9: Colours

C++ Fast-track for Games Programming Part 9: Colours In this article we will return to the numbers that represent colours, as demonstrated in the second instalment of this series. This can only be done...

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C++ Fast Track for Games Programming Part 8: Memory Addresses

C++ Fast-track for Games Programming Part 8: Addresses One of the harder concepts in C++ is the concept of pointers. Pointers have everything to do with the very nature of the language: C++ gets you...

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C++ Fast Track for Games Programming Part 7: Debugging

C++ Fast-track for Games Programming Part 7: Debugging This episode covers debugging. We will see how an application can be halted at any time or at a specific line and how we can inspect variables to...

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C++ Fast Track for Games Programming Part 6: Floats

C++ Fast-track for Games Programming Part 6: Floats In this tutorial, we’re going to look at how you can get the computer to calculate with decimal values (numbers like 3.14, called floats), instead of...

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C++ Fast Track for Games Programming Part 5: Conditions

C++ Fast-track for Games Programming Part 5: Conditions This tutorial is about the condition commands C/C++ has which allow you to make automated decisions in your program. You already used conditions...

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C++ Fast Track for Games Programming Part 4: Sprites and Loops

C++ Fast-track for Games Programming Part 4: Sprites And Loops This tutorial is about two things: sprites and loops. Sprites will get you on your way to making interesting stuff move on the screen,...

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C++ Fast Track for Games Programming Part 3: Variables and Functions

C++ Fast-track for Games Programming Part 3: Variables The previous tutorial introduced you to the template. You can now draw some lines and print some text in all kinds of colours, but that’s clearly...

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C++ Fast Track for Games Programming Part 2: The Template

C++ Fast-track for Games Programming Part 2: The Template As you noticed in the first article, setting up a project in Visual Studio can be quite a task. And we didn’t (nearly) touch all the settings...

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C++ Fast Track for Games Programming Part 1: Getting Started

C++ Fast Track for Games Programming Part 1: Getting Started Welcome to the first article in the Programming C++ Fast Track tutorial series! These tutorials are designed to take you from zero to a...

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Learning DirectX 12 – Lesson 4 – Textures

DirectX 12 – Lesson 4 In this lesson, you learn how to load textures into your DirectX 12 powered applications. You learn how to use the compute pipeline to generate mipmaps for textures. You also...

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Learning DirectX 12 – Lesson 3 – Framework

DirectX 12 – Lesson 3 In this tutorial, you will be introduced to several classes that will help you to create a robust and flexible framework for building DirectX 12 applications. Some of the problems...

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