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GAME151 Live Coding #8 (Humber Game Programming)
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Last Updated: September 28, 2026
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Summary
Jeff reviews how to set up debug draw, so you can see where your physics bodies are (compared to where their textures suggest ... Jeff sets up some basic circle-circle collision detection between bodies. Let's sort out your gdVec2 and gdBody classes! This video digs into header files, cpp files, the dreaded "const" keyword, and even ... along with Jeff as he does some Jeff gets SDL to display a window that displays only the void. Small steps! Jeff spends some time refactoring our Assignment3 Jeff continues on with Assignment 2, discussing how destructors work and talking through updating Assignment 1's main.cpp to ... Jeff puts the final touches on his Assignment 3 demo, moving a bunch of application Jeff adds in texture rendering and starts using a Model-View-Projection (MVP) matrix to transform physical positions into render ... To create a 2D simulation of an object orbiting a star, Umer calculates the gravitational force vector. 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 ... Jeff builds a high-resolution clock class to power our
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