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    Complete Game Development Series 04 - Making A Game With C++

    Posted By: ELK1nG
    Complete Game Development Series 04 - Making A Game With C++

    Complete Game Development Series 04 - Making A Game With C++
    Published 11/2023
    MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
    Language: English | Size: 17.88 GB | Duration: 37h 58m

    Learn the Fundamentals of C++, Git, CMake, and Make a Game from Scratch

    What you'll learn

    Learn the Fundamentals of C++

    Make a Complete Game with C++

    Learn C++ Application Development Proces

    Adapt to Git and GitHub SCM

    Adapt the CMake Build Tool

    Requirements

    Time and Dedication

    Passion to Game Development

    Experience with programming is a plus, but not required.

    Description

    In this comprehensive course, students will delve deeply into the fundamental aspects of C++, explore the language's core concepts, study the principles of Object-Oriented Programming, and achieve mastery over the intricacies of memory management. The curriculum goes beyond theoretical knowledge, extending to the creation and practical utilization of C++ libraries and executables, equipping learners with tangible, applicable skills. Emphasizing tools relevant to the industry, the course seamlessly integrates Git and CMake into the workflow, ensuring that students acquire essential instruments widely employed in software development.Having established a robust foundation, the course then progresses to the dynamic creation of a complete game from scratch. This exciting phase involves leveraging C++ in conjunction with a carefully chosen array of powerful libraries. Through immersive, hands-on experiences, students not only cultivate a profound understanding of C++ but also witness firsthand its practical applications in real-world scenarios.Upon completing the course, participants will have garnered valuable insights and proficiency, empowering them to confidently pursue careers in software engineering for game development. Furthermore, the acquired knowledge acts as a sturdy launching pad for further studies, encompassing advanced topics like Unreal Engine and broader application development.This course stands as the fourth installment in a comprehensive game development series and marks the initial exploration of C++. Importantly, students aspiring to study C++ and subsequently delve into Unreal Engine are not obliged to complete the preceding three courses in the series.

    Overview

    Section 1: Introduction

    Lecture 1 Introduction

    Section 2: Fundamentals of C++

    Lecture 2 Install Visual Studio and C++

    Lecture 3 Our First Project, Visual Studio and the Entry Point

    Lecture 4 The Hello World Program, Statements and include

    Lecture 5 Variables

    Lecture 6 Other Variable Types and Details about Variables

    Lecture 7 Baiscs of Array

    Lecture 8 The Vector Type

    Lecture 9 The Map Type

    Lecture 10 Operators

    Lecture 11 Inputs

    Lecture 12 If Statement

    Lecture 13 Foor Loop

    Lecture 14 Using Foor Loop with Arrays and Vectors

    Lecture 15 While and Do While Loop

    Lecture 16 Switch and Enum Types

    Lecture 17 Simple Tasks 01 Convert Miles to Kilos

    Lecture 18 Simple Tasks 02 Odd or Even Number

    Lecture 19 Simple Tasks 03 Count Repeated Words 01 Clean up Input

    Lecture 20 Simple Tasks 03 Count Repeated Words 02 Count the Words

    Lecture 21 Simple Tasks 04 Find the Smallest Number

    Lecture 22 Simple Task 05 The Bubble Sort Algorithm

    Lecture 23 Fundamentals of Functions

    Lecture 24 Pass by Reference and the const keyword

    Lecture 25 Basics of Templates

    Lecture 26 Variadic Templates and Template Specialization

    Section 3: Structures of a C++ Project and Library Linking

    Lecture 27 Building Stages of a Program and Multiple files

    Lecture 28 Header Files and Inlines

    Lecture 29 Separate Utility Code into A Library Project

    Lecture 30 Link the Utility Library

    Lecture 31 Link the Utility Library with DLL

    Lecture 32 Package and Use Our Library in Other Solutions

    Section 4: Memory and Pointers

    Lecture 33 Basic Structure of Memory

    Lecture 34 Pointers

    Lecture 35 Debugging and Detailed Examination of Pointers

    Lecture 36 The Array Type and Pointer

    Lecture 37 The Stack Memory

    Lecture 38 The Heap Memory

    Lecture 39 Access Violation and Memory Leaks

    Lecture 40 Unique Pointer

    Lecture 41 Shared Pointer

    Lecture 42 Weak Pointer

    Section 5: Classes

    Lecture 43 Basics of Classes

    Lecture 44 Constructors

    Lecture 45 Destructors

    Lecture 46 Member Functions and Setter and Getter Pairs

    Lecture 47 The Const Keyword in Classes

    Lecture 48 Basics of Inheritance

    Lecture 49 The Protected Keyword and Function Overriding

    Lecture 50 Poly Morphism and Pure Virtual Functions

    Lecture 51 Problems with Shallow Copy

    Lecture 52 Deep Copy and the Move Semantic

    Lecture 53 The Copy Assignment Operator

    Lecture 54 Operator Overloading

    Lecture 55 Move Assignment Operator and the Big Five

    Lecture 56 Move Class to Header and Cpp Files

    Lecture 57 Template Classes

    Lecture 58 Binary Operators and the Issue with the Friend Keyword

    Lecture 59 The Static Keyword in Class

    Section 6: Git

    Lecture 60 Git and GitHub

    Lecture 61 Basic History Tracking with Git

    Lecture 62 Basics of Branches

    Lecture 63 Reset the History and Reflog

    Lecture 64 Revert Commits

    Lecture 65 Merge Conflict

    Lecture 66 Push our Repo to GitHub

    Lecture 67 Update Local and Remote Repositories with Push and Pull

    Lecture 68 Git Ignore

    Section 7: Light Years Engine

    Lecture 69 Install CMake

    Lecture 70 Using CMake to Make Our Project

    Lecture 71 Add Light Years Game Project

    Lecture 72 Refactor the CMake Source Files and Setup Git

    Lecture 73 Fetch SFML to Our Project

    Lecture 74 Add Post Build Command to Copy Shared Libraries to Build Target

    Lecture 75 Setup the Application Class

    Lecture 76 Setup the Game Loop

    Lecture 77 Setup the Rendering

    Lecture 78 Entry Point and Separate Engine and Game Code

    Lecture 79 Create the Core and the Logging Macro

    Lecture 80 Defining Common Data Types

    Lecture 81 Implement the World Class

    Lecture 82 Implement the Actor Class

    Lecture 83 The Object Class and Handle Object Destruction

    Lecture 84 Add Rendering Sprite to Actor

    Lecture 85 Use a Config File to Setup Asset Path

    Lecture 86 Create the Asset Manager

    Lecture 87 Setup Asset Clean Cycle

    Lecture 88 Implement the Actor Transformation Interface

    Section 8: Spaceship and Player

    Lecture 89 Create the Spaceship Class

    Lecture 90 Player Spaceship and Move Input

    Lecture 91 Normalize Player Input

    Lecture 92 Prevent Player from Going Beyond the Window

    Section 9: Bullet and Physics Detection

    Lecture 93 Basic Shooting Mechanics

    Lecture 94 Create the Bullet Class and Spawn the Bullets

    Lecture 95 Bullet Destruction and Actor Clean Cycle

    Lecture 96 Fetch the Box2D Physics Engine

    Lecture 97 Add the Physics System

    Lecture 98 Create the Add Listener Function

    Lecture 99 Setup Actor Physics Initialization

    Lecture 100 Connect Overlap Events

    Lecture 101 100 Implement Physics Body Removal

    Section 10: Damage and Delegates

    Lecture 102 Implement the Health Component

    Lecture 103 Introduction to the Lambda and the Std Function Class

    Lecture 104 Enable Get Weak Pointer from This

    Lecture 105 Create the Delegate Class and the Bind Action Interface

    Lecture 106 Finish the Delegate Class

    Lecture 107 Using Team ID and Apply Bullet Damage

    Lecture 108 Hit Blink and Lerp Facilities

    Lecture 109 Create the Particle Class

    Lecture 110 Create the Explosion Class

    Section 11: Enemy and Timers

    Lecture 111 110 Enemy and Vanguard

    Lecture 112 111 Create the Game Level One Class

    Lecture 113 112 Create the Base Interface of the Timer Manager

    Lecture 114 Implement the Timer Class and Issue the Callback

    Lecture 115 Create the Clear Timer Functionality

    Lecture 116 Refactor the Key of the Timers to Our Own Timer Handle Class

    Lecture 117 Create the Base Game Stage Class

    Lecture 118 Use the World to Manage the Stages

    Lecture 119 Create the Vanguard Stage

    Lecture 120 Create the Twin Blade Enemy

    Lecture 121 Create the Twin Blade Stage

    Lecture 122 Create the Wait Stage and Refine the Stage Cleanup Control

    Lecture 123 Create the Hexagon Enemy

    Lecture 124 Create the Hexagon Stage

    Lecture 125 Create the UFO Class

    Lecture 126 Create the UFO Stage

    Section 12: Weapon and Rewards

    Lecture 127 Implement the Three Way Shooter

    Lecture 128 Implement the Frontal Wiper

    Lecture 129 Create the Reward Class

    Lecture 130 Create the Reward Factory Functions

    Lecture 131 Spawn Rewards When Enemy Dies

    Lecture 132 Add Weapon Levels

    Lecture 133 Add the Player Class

    Lecture 134 Implement the Player Manager Class

    Lecture 135 Implement Player Respawning

    Section 13: HUD and Widgets

    Lecture 136 Create the HUD Class

    Lecture 137 Handle HUD in the World Class

    Lecture 138 Create the Widget Base Class

    Lecture 139 Create the Text Widget Class and Load Font Through the Asset Manager

    Lecture 140 Refactor the Asset Manager Class

    Lecture 141 Add the Gameplay HUD and Show Frame Rate of the Game

    Lecture 142 Implement the Value Guage and Health Bar

    Lecture 143 Update Player Health to the Health Bar

    Lecture 144 143 Refine the Player Health Bar

    Lecture 145 Add the Image Widget and Player Life Icon

    Lecture 146 Display the Life Count on the UI

    Lecture 147 Refactor the Casting to None Casting in the Reward Class

    Lecture 148 Display the Player Score

    Lecture 149 Add the Life Reward and Adjust Reward Spawn Rate

    Lecture 150 Layout the Basics Structure of the Button Class

    Lecture 151 Implement the Button Behavior and Click Event

    Lecture 152 Implement the Button Behavior and Click Event

    Lecture 153 Load the Game Level with the Main Menu

    Section 14: Chaos and Boss Stage

    Lecture 154 Layout the Basic Facilities of the Chaos Stage

    Lecture 155 Finish the Chaos Stage

    Lecture 156 Add Player Invulnerable State

    Lecture 157 Add the Boss and Boss Stage Class

    Lecture 158 Add Boss Movement and Base Shooters

    Lecture 159 Add Different Stages to the Boss

    Lecture 160 Balance the Boss Difficulty

    Section 15: Ending States and Cosmetics

    Lecture 161 Add Game Over and Win UI

    Lecture 162 Reset Player and Physics System when Retarting

    Lecture 163 Test the Win State

    Lecture 164 Add the Backdrop Actor

    Lecture 165 Create the Background Layer Class

    Lecture 166 Load Textures and Initialized the Sprites with Random Textures

    Lecture 167 Random Sprite Transform and Velocity

    Lecture 168 Setup Moving and Rendering of the Sprites

    Lecture 169 Add the Planets and Meteors Background Layer

    Section 16: Building on Mac OS

    Lecture 170 Use Homebrew to Install Git and CMake on MacOS

    Lecture 171 Build Our Game on MacOS

    Lecture 172 Final Touches

    Section 17: Final Remark

    Lecture 173 Final Remarks

    Beginners who what to learn C++ and Game Development,Unity developers who want to jump into Unreal Engine but have no experience with C++,Unreal Engine Developers who what to start using C++ instead of Blueprint,College students who need additional material to study coding,Software Engineer who are interested in game development