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