Explanation of calculating collision between basic 3D objects (rectangular solids/cubes and spheres). Methods used can be applied to any programming language or game development environment. Review of demo Ruby code to detect collision between rectangular solids and spheres.
Explanation of Dijkstra’s algorithm for finding the shortest path in a graph based on a selected starting node. Walkthrough of an example of the algorithm. Demo of implementation of Dijkstra’s algorithm in Unity and C#.
Overview of the Stencyl game development environment for making 2D games. Explanation of scenes, actors, behaviors, events, and visual coding. Examples of a number guessing game and simple space shooter.
An overview of various ways to distribute your video game. First, a historical look at various physical media that can be used for distributing digital content. Then a look at multiple online sites that provide hosting and marketplaces for video games.