C++ for Game Development
Teaches C++ for game development with a focus on practical, hands‑on challenges.
Description : This course teaches C++ for game development, engaging students in hands‑on challenges that build a strong understanding of algorithms, memory management, and performance optimization.
Category : Coding & Engineering
Age : 10+
Difficulty Level : Normal
Curriculum :
Module 1: Introduction to C++ and Game Development Basics
Section 1: Overview of C++ and Game Development
- Lesson 1: Fundamentals of C++
Module 1, Section 1, Lesson 1 Fundamentals of C++
- Lesson 2: Introduction to Game Development
Module 1, Section 1, Lesson 2 Introduction to Game Development
Section 2: Setting Up the Development Environment
- Lesson 1: Installing C++ Compilers
Module 1, Section 2, Lesson 1 Installing C++ Compilers
- Lesson 2: Using an IDE for Game Development
Module 1, Section 2, Lesson 2 Using an IDE for Game Development
Section 3: Basic Syntax and Program Structure
- Lesson 1: Writing Your First Program
Module 1, Section 3, Lesson 1 Writing Your First Program
- Lesson 2: Understanding C++ Syntax
Module 1, Section 3, Lesson 2 Understanding C++ Syntax
Section 4: Variables, Data Types, and Operators
- Lesson 1: Variables and Data Types
Module 1, Section 4, Lesson 1 Variables and Data Types
- Lesson 2: Operators in C++
Module 1, Section 4, Lesson 2 Operators in C++
Section 5: Control Structures Basics
- Lesson 1: If-Else Statements
Module 1, Section 5, Lesson 1 If-Else Statements
- Lesson 2: Looping with For and While
Module 1, Section 5, Lesson 2 Looping with For and While
Module 2: Core Programming Constructs in C++
Section 1: Functions Basics
- Lesson 1: Defining and Calling Functions
Module 2, Section 1, Lesson 1 Defining and Calling Functions
- Lesson 2: Function Parameters and Return Values
Module 2, Section 1, Lesson 2 Function Parameters and Return Values
Section 2: Arrays and Strings
- Lesson 1: Working with Single-Dimensional Arrays
Module 2, Section 2, Lesson 1 Working with Single-Dimensional Arrays
- Lesson 2: Introduction to Strings
Module 2, Section 2, Lesson 2 Introduction to Strings
Section 3: Understanding Pointers
- Lesson 1: Pointer Basics and Their Uses
Module 2, Section 3, Lesson 1 Pointer Basics and Their Uses
- Lesson 2: Relating Pointers to Arrays
Module 2, Section 3, Lesson 2 Relating Pointers to Arrays
Section 4: Memory Management Essentials
- Lesson 1: Dynamic Memory Allocation
Module 2, Section 4, Lesson 1 Dynamic Memory Allocation
- Lesson 2: Identifying Memory Leaks
Module 2, Section 4, Lesson 2 Identifying Memory Leaks
Section 5: Debugging and Error Handling
- Lesson 1: Introduction to Debugger Tools
Module 2, Section 5, Lesson 1 Introduction to Debugger Tools
- Lesson 2: Handling Common Programming Errors
Module 2, Section 5, Lesson 2 Handling Common Programming Errors
Module 3: Essential Game Mechanics and Interactive Elements
Section 1: Building a Basic Game Structure
- Lesson 1: Understanding the Game Loop
Module 3, Section 1, Lesson 1 Understanding the Game Loop
- Lesson 2: Introduction to Event Handling
Module 3, Section 1, Lesson 2 Introduction to Event Handling
Section 2: Simple Graphics and Output Techniques
- Lesson 1: Drawing Basic Shapes on Screen
Module 3, Section 2, Lesson 1 Drawing Basic Shapes on Screen
- Lesson 2: Managing Text Output in Games
Module 3, Section 2, Lesson 2 Managing Text Output in Games
Section 3: User Input and Interaction
- Lesson 1: Handling Keyboard Input
Module 3, Section 3, Lesson 1 Handling Keyboard Input
- Lesson 2: Managing Mouse Interactions
Module 3, Section 3, Lesson 2 Managing Mouse Interactions
Section 4: Basic Physics and Collision Detection
- Lesson 1: Introduction to Game Physics
Module 3, Section 4, Lesson 1 Introduction to Game Physics
- Lesson 2: Fundamentals of Collision Detection
Module 3, Section 4, Lesson 2 Fundamentals of Collision Detection
Section 5: Sound and Game Assets
- Lesson 1: Adding Basic Sound Effects
Module 3, Section 5, Lesson 1 Adding Basic Sound Effects
- Lesson 2: Organizing Game Assets Effectively
Module 3, Section 5, Lesson 2 Organizing Game Assets Effectively
Module 4: Algorithms, Performance, and Best Practices
Section 1: Algorithm Fundamentals
- Lesson 1: What is an Algorithm?
Module 4, Section 1, Lesson 1 What is an Algorithm?
- Lesson 2: Flowcharts and Pseudocode Techniques
Module 4, Section 1, Lesson 2 Flowcharts and Pseudocode Techniques
Section 2: Basic Sorting and Searching Techniques
- Lesson 1: Introduction to Bubble Sort
Module 4, Section 2, Lesson 1 Introduction to Bubble Sort
- Lesson 2: Understanding Linear Search
Module 4, Section 2, Lesson 2 Understanding Linear Search
Section 3: Introduction to Data Structures
- Lesson 1: Revisiting Arrays for Data Management
Module 4, Section 3, Lesson 1 Revisiting Arrays for Data Management
- Lesson 2: Using Vectors in C++
Module 4, Section 3, Lesson 2 Using Vectors in C++
Section 4: Performance and Optimization Basics
- Lesson 1: Concepts of Code Efficiency
Module 4, Section 4, Lesson 1 Concepts of Code Efficiency
- Lesson 2: Basic Profiling Techniques
Module 4, Section 4, Lesson 2 Basic Profiling Techniques
Section 5: Coding Best Practices
- Lesson 1: Writing Clean and Maintainable Code
Module 4, Section 5, Lesson 1 Writing Clean and Maintainable Code
- Lesson 2: Essentials of Code Documentation
Module 4, Section 5, Lesson 2 Essentials of Code Documentation
Module 5: Project Integration and Capstone Experience
Section 1: Planning Your Game Project
- Lesson 1: Brainstorming Game Ideas
Module 5, Section 1, Lesson 1 Brainstorming Game Ideas
- Lesson 2: Outlining Project Requirements
Module 5, Section 1, Lesson 2 Outlining Project Requirements
Section 2: Design and Prototyping
- Lesson 1: Designing the Game Flow
Module 5, Section 2, Lesson 1 Designing the Game Flow
- Lesson 2: Creating a Prototype
Module 5, Section 2, Lesson 2 Creating a Prototype
Section 3: Implementation Strategies
- Lesson 1: Approaches to Modular Coding
Module 5, Section 3, Lesson 1 Approaches to Modular Coding
- Lesson 2: Integrating Game Components
Module 5, Section 3, Lesson 2 Integrating Game Components
Section 4: Testing and Debugging Your Game
- Lesson 1: Fundamentals of User Testing
Module 5, Section 4, Lesson 1 Fundamentals of User Testing
- Lesson 2: Iterative Debugging and Refinement
Module 5, Section 4, Lesson 2 Iterative Debugging and Refinement
Section 5: Presentation and Future Directions
- Lesson 1: Presenting Your Game Project
Module 5, Section 5, Lesson 1 Presenting Your Game Project
- Lesson 2: Exploring Further Learning Opportunities
Module 5, Section 5, Lesson 2 Exploring Further Learning Opportunities