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(d+017) TileMap

Game Programming in C++ 산자이 마드하브 느낌 책의 4장까지 독서를 마치고 이제 대략적인 게임엔진의 핵심인 게임루프에 익숙해져가고 있다. 이제는 초당 60프레임/ 약 16ms가 대단하게 느껴졌다. 그 동안 게임을 하면서 트리플A 게임들 60프레임도 방어하지 못한다고 화를 내곤 했었다. 그러나 지금은 개발자들이 그만한 퀄리티를 내기 위해서 온몸 비틀기하며 고생했었다는 것을 조금이나마 이해할 수 있을것 같다. (아니면 어쩔수 없고...) 그러나 지금은 개발자들이 그만한 퀄리티를 내기 위해서 온몸 비틀기하며 고생했었다는 것을 조금이나마 이해할 수 있을것 같다. 게다가 예전에부터 유니티, 언리얼에서 만든 객체의 복잡한 라이프사이클 로직 구성이 선뜻 이해가 안 됬는데 이제 모든 코드를 손으로 직접…

The article discusses the author's journey through a book on game programming in C++, specifically up to chapter 4 which covers fundamentals of game engines such as the game loop, finite state machine (FSM), and shortest path algorithms like A*, Dijkstra, etc. The author explains that they once thought developers struggled to maintain 60 frames per second, but now understand the immense effort and dedication developers put into creating high-quality games.

The author also notes that the book, although seemingly outdated, still provides valuable knowledge for understanding game engine mechanics. However, the provided code is no longer relevant due to the advancement of SDL2, C++, and the book itself. This led the author to create a tilemap to better visualize the FSM and shortest path algorithms. Despite the challenges, the author managed to successfully display a tilemap on the screen after many hours of work.

The article emphasizes the author's growing interest in game development, despite the difficulty of the task. The author mentions that they have just scratched the surface of understanding C++, and they are excited to explore 3D graphics and eventually create a 3D game that emulates the style of Square Enix's HD-Touken Ranbu. The author expresses their anticipation and excitement for this ongoing learning process.

Written by urgent.news from Dev.to's reporting — not their text. Machine-written — may contain errors; check the original before relying on it.

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