Game Development
Games are art, physics engines, real-time rendering, network code, and UX — all running simultaneously at 60 frames per second. It is the most technically demanding creative discipline in software engineering, and the most rewarding when it finally works.
// the game loop — runs 60× per second
Process Input
Keyboard, mouse, controller
↓
Update Game State
Physics, AI, collisions, score
↓
Render Frame
Draw everything to the screen
↑ repeat every 16.67ms
// math you will actually use
Projectile motion
x = v₀ · cos(θ) · t
y = v₀ · sin(θ) · t − ½ · g · t²
Used in: bullets, grenades, anything that flies
AABB collision detection
overlap = A.max > B.min AND B.max > A.min
Used in: every 2D game hitbox ever made
Lerp (smooth movement)
result = a + (b − a) · t
Used in: camera follow, UI transitions, everything
The Game Loop
6 min read • ReferenceUpdate and render. Explore complete syntax, detailed definitions, and structured coding examples.
Physics Engines
6 min read • ReferenceCollision and gravity. Explore complete syntax, detailed definitions, and structured coding examples.
Rendering Basics
6 min read • ReferenceShaders and pipelines. Explore complete syntax, detailed definitions, and structured coding examples.