Making Games
summary
Covers a runnable game loop that polls events, updates simulation using delta time (with chunking to avoid giant ticks), and renders; explains circle and AABB collision math and recommends time-based movement instead of per-pixel ticks. Compares object models: plain data, OOP, and entity-component-system. Notes rendering in Python can hit 33 milliseconds per frame and recommends Pygame, piglet/OpenGL, Arcade, and the PursuedPyBear (ppb) library with pip install ppb as a ready engine.
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chapters (8)
- 0:00Introduction
- 2:06Game Loop Basics
- 7:46Modeling
- 10:14Behaviors
- 12:26Delta Time
- 15:34Circle Collision
- 17:50Pixels
- 24:49Libraries
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