SDL2/OpenGL in C: Table of Contents
This is the Table of Contents for a new tutorial series. It is currently a work in progress. I plan to post at least one tutorial a week, but I’m hoping to post more often. Links to the published articles in this series can be found below the introduction.
Introduction
You might wonder why anyone would want to write video games in C, since C++ seems to be the industry standard for higher end games. The answer is that object heavy program architectures are generally poor choices for video games on modern CPUs, because objects interfere with cache coherency, causing massive performance drops. Faster systems can generally perform adequately, but this will end up limiting your market to people with expensive “gaming rigs”. Games written in C have the potential to dramatically outperform games written in object heavy C++, and working without objects is not actually that difficult.
The intent of this series is first to teach the skills and tools to write video games in C and second to teach some design principles that will help maintain good, cache friendly organization without relying on objects. I’m also planning on covering some introductory OpenGL material.
This is a free series, requiring no subscription. If you would like to subscribe to the free tier so that you get the tutorials and other free articles sent to your email as they are published, go right ahead. If you find this to be of significant value to you, please consider subscribing to the paid tier. You will also get access to additional paid articles if you do so.