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GAME151 Live Coding #14 (Humber Game Programming)
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Last Updated: September 28, 2026
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Summary
Jeff builds a high-resolution clock class to power our Jeff spends some time refactoring our Assignment3 Jeff starts simulating the gravitational physics of a single-star system using realistic physics values for the Solar System and ends ... Jeff gets SDL to display a window that displays only the void. Small steps! Jeff sets up some basic circle-circle collision detection between bodies. Jeff reviews how to set up debug draw, so you can see where your physics bodies are (compared to where their textures suggest ... Jeff puts the final touches on his Assignment 3 demo, moving a bunch of application along with Jeff as he does some Jeff adds in texture rendering and starts using a Model-View-Projection (MVP) matrix to transform physical positions into render ... Jeff begins work on making a top-notch Vector3 class so we can learn to use an MVP matrix to transform between physical space ... Jeff continues on with the Vector3 class by explaining operator overloading in detail, testing the Vector3 and Matrix4 classes with ... Let's sort out your gdVec2 and gdBody classes! This video digs into header files, cpp files, the dreaded "const" keyword, and even ... Jeff reviews his solution to Assignment 1 and discusses some common mistakes, misconceptions and missteps and how to avoid ... Jeff starts into Assignment 2, building a World class, and discusses C++ collection types such as std::vector and how to use ...
Game151 Live Coding 10 Humber Game Programming.pdf
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