Quick Game Development with C++11 / C++14
summary
Build claim: an Arkanoid/Breakout clone in ~200–300 lines using C++11/14. Tools actually used: SFML for 2D rendering/input and modern C++ features — unique_ptr, make_unique, generic lambdas, variadic templates, typeid-based manager, chrono for timing. The code incrementally compiles live, implements paddle, ball, bricks, collision resolution, lives, win/lose states, and a manager that creates, groups and efficiently removes entities; the resulting game runs and is playable.
AI-written summary · about
chapters (15)
- 0:00Introduction to game dev
- 1:31Why choose C++?
- 2:41Modern C++ features
- 5:09Getting started with SFML
- 7:06Building the game window
- 10:32Creating the ball entity
- 13:51Ball collision detection
- 16:09Implementing the paddle
- 18:35Ball and paddle interaction
- 22:10Adding brick layout
- 24:02Brick collision and logic
- 29:05Code refactoring
- 30:23Game state management
- 34:24Developing a game manager
- 44:33Adding final game features
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