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Développer un jeu vidéo (quand on n’y connait rien en jeux vidéo)

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David Wursteisen

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John Carmack

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Moteur de jeu

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main loop

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public void render(float delta) {
 movePlayer(delta);
 moveEnemies(delta);
 moveWorld(delta);
 
 renderWorld();
 renderEnemies();
 renderPlayer();
 }

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public void render(float delta) {
 movePlayer(delta);
 moveEnemies(delta);
 moveWorld(delta);
 
 renderWorld();
 renderEnemies();
 renderPlayer();
 }

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public void render(float delta) {
 movePlayer(delta);
 moveEnemies(delta);
 moveWorld(delta);
 
 renderWorld();
 renderEnemies();
 renderPlayer();
 }

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public void render(float delta) {
 movePlayer(delta);
 moveEnemies(delta);
 moveWorld(delta);
 
 renderWorld();
 renderEnemies();
 renderPlayer();
 } 60x
 secondes

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public void render(float delta) {
 movePlayer(delta);
 moveEnemies(delta);
 moveWorld(delta);
 
 renderWorld();
 renderEnemies();
 renderPlayer();
 }

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public void render(float delta) {
 movePlayer(delta);
 moveEnemies(delta);
 moveWorld(delta);
 
 renderWorld();
 renderEnemies();
 renderPlayer();
 }

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public void render(float delta) {
 movePlayer(delta);
 moveEnemies(delta);
 moveWorld(delta);
 
 renderWorld();
 renderEnemies();
 renderPlayer();
 }

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public void render(float delta) {
 movePlayer(delta);
 moveEnemies(delta);
 moveWorld(delta);
 
 renderWorld();
 renderEnemies();
 renderPlayer();
 }

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public void render(float delta) {
 movePlayer(delta);
 moveEnemies(delta);
 moveWorld(delta);
 
 renderWorld();
 renderEnemies();
 renderPlayer();
 } Interface

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« Saisissez une citation ici. » Game programming Patterns

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Référentiel

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(0,0) (0,0)

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(0,0)

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(0,0)

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Physique

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Interpolation

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Collision

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collision y collision x Collision détectée

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collision y collision x Collision détectée

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Box2D

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Traversable

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Debug

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Coordonnées insignifiantes

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hit box hit box

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Indicateur visuel

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Assets

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Tooling

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Shaders

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void main() {
 vec4 sum = vec4(0);
 
 float step = iResolution.y;
 // y
 for(float i = -area ; i <= area ; i += 1.) {
 // x
 for(float j = -area ; j <= area ; j += 1.) {
 float x = v_texCoords.x + i / iResolution.x;
 float y = v_texCoords.y + j / iResolution.y;
 sum += texture2D(u_texture, vec2(x, y)) * 0.005;
 }
 }
 gl_FragColor = texture2D(u_texture, v_texCoords) + sum;
 }

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Glow Dégradé Light effect glow Light effect

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Game design

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Indication

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Meilleure Indication Indication

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Indication Meilleure Indication Tap To Start

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Indication Meilleure Indication Tap To Start Vitesse progressive

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Math + graphisme + design

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Rendre un jeu amusant ?

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L’imagination est 
 la seule limite

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On reste en contact ? @dwursteisen