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Accesbility UI
Colorblind-safe palettes, and readable text
Hex grid
one cell has 6 direct neighbors
Tile systems
are reusable layout data and clear navigation(mario)
particle emitter tuning example (an explosion, footstep dust)
increase gravity and reduce upward velocity (05:57)
Level Mechanics integration
tile collision paths(combines tiles) , tuned parallax speeds, and clear 3D landmarks(3D geometry). (06:34)
Fair difficulty Tuning
Easy: more ammo/health pickups scattered around
Hard: fewer drops, forcing resource management
3D geometry and performance
LOD and low-poly are good geometry choices for performance. fewer polygons = less work for the GPU
Euclidean distance
strightline distance between two points
Manhatten distance
sum of horizontal and vertical grid differences
why is modular design useful in game architecture
it imporves reuse, maintenance, and performance(instead of making 50 foot wall you make the 50 foot wall in 20 ft increments)
Game loop structure(what does the game loop do each frame )
repeatedly processes user input, updates state, and renders
How do you use draw,discard and reshuffle
seperate deck,hand, and discard piles
pattern and loop integration
health changes emit events that update UI
Pathfinding integration examples (how do perception, desicion logic, and pathfinding work together)
perception informs decisions, then pathfinding moves to goal(nav mesh)
Deck Data structure tradeoff (16:03)
Remaining elements shift left
square grid adajancy(17:28)
4 neighbors
What are three accurate actor representation approaches
sprite sheet(images of frames), rigged 2d actor(limbs), 3d model with amature(animations)
Example of particle and physics systems interacting (19:56)
rain particles collide while gravity and wind affect motion
what distance model is common for a 4-direction square movement (hes gonna give us an example and were gonna have to use the best distance metric to choose and why)
manhatten distance
particle system components (21:59)
emmiters plus particles with properties
WHy game engines
faster development with built in systems
example of Ai perception inputs
sight,sound,touch/collision
example of armature and rigging relationship
amatures are skeletons; rigging binds mesh to bones
ecs?
entitiy is id, components are data, systems run logic
Grid type selection(give us an example and we need to choose correct grid for that)(26:32)
square for orthogonal puzzles, hex for smoother tatics
What are core engine subsystems
rendering, physics, input
What is a game engine
a reusable framework for core game systems
ecs vs inheritance(28:00)
add or remove traits at runtime
what is an actor
an entity that performs actions(door, torch, enemy character
what is a parallax
background layer moving slower than foreground (cuphead, mario)