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Course details

Game Developer

Learn what really happens inside a game: the loop that runs every frame, the vectors and matrices that place and turn things, the cameras that flatten the world onto a screen, and the physics that makes things fall, slide, spin and float. One small drone game, Harbour Hopper, runs through every lesson, and the course ends by mapping it all onto Unity, Unreal Engine and Godot.

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Course curriculum

The Game Loop4 lessons

Meet the game client and its frame budget, then build the loop every game runs: read input, update, render. Delta time keeps motion honest on any device, and a fixed timestep keeps physics stable and repeatable.

  1. The Game Client and the Frame12 min
  2. The Game Loop12 min
  3. Delta Time12 min
  4. The Fixed Timestep15 min
Vectors and Geometry3 lessons

Represent positions and movement as vectors, measure them, compare directions with the dot product, and use rays and planes to find where things land.

  1. Vectors: Positions and Arrows12 min
  2. Length, Direction and the Dot Product15 min
  3. Rays, Planes and Normals15 min
Matrices and Transforms4 lessons

Multiply matrices by vectors, build scale and rotation matrices from where the axes land, keep points and vectors apart, and combine everything into the affine transform that puts every object in the world.

  1. Matrices: Grids That Act on Vectors12 min
  2. Linear Transformations: Scale and Rotate15 min
  3. Points, Vectors and Affine Space12 min
  4. Affine Transformations: Placing Things in the World15 min
Projection and Orientation4 lessons

See how orthographic and perspective cameras project the world onto a flat screen, then describe 3D orientation with Euler angles and with the quaternions engines actually store.

  1. Orthographic Projection12 min
  2. Perspective Projection15 min
  3. Euler Angles: Yaw, Pitch and Roll15 min
  4. Quaternions: Rotations Without Gimbal Lock15 min
Dynamics5 lessons

Step bodies forward with velocity and acceleration, add up forces, handle friction and bounces, turn off-centre pushes into spin, and float crates with buoyancy.

  1. Linear Velocity and Acceleration12 min
  2. Force and Mass12 min
  3. Friction and Restitution15 min
  4. Spin: Angular Velocity, Center of Mass and Inertia15 min
  5. Buoyancy: Crates That Float15 min
Game Engines4 lessons

Compare writing a game natively with using an engine, then find the loop, the maths and the physics from this course inside Unity, Unreal Engine and Godot.

  1. Native Code or an Engine?12 min
  2. Unity: GameObjects, Components and C#12 min
  3. Unreal Engine: Actors, Blueprints and C++12 min
  4. Godot: Nodes, Scenes and GDScript15 min