🎮 Game Engine Architecture: Sub-Curriculum Index

Welcome to the Game Engine Architecture curriculum. This track covers the foundational systems that power 2D and 3D game engines: accumulator game loops, linear algebra & Quaternions, Data-Oriented Entity Component Systems (ECS), physics & collision solvers (SAT/GJK), GPU rendering pipelines & GLSL shaders, and Game AI (A* & Behavior Trees).

Every guide in this series strictly follows a two-part learning format:

  • ⚡ Quick Dive: Mathematical formulas, algorithm comparison tables, and code one-liners.
  • 📖 Extended Guide: Complete C++/C# code architectures, derivation proofs, GLSL shaders, and performance designs.

📚 Curriculum Roadmap

# Guide Primary Topics Covered
01 Game Loop & Fixed Timesteps Semi-implicit Euler integration, accumulator loops, preventing the spiral of death, and state interpolation for high-Hz monitors.
02 Game Math: Vectors & Quaternions Dot/Cross products, Model-View-Projection (MVP) matrix pipeline, and eliminating Gimbal Lock with Quaternions (Slerp).
03 Entity Component System (ECS) Data-Oriented Design (DOD), contiguous array storage, avoiding OOP inheritance pitfalls, and CPU cache prefetching.
04 Physics Engines & Collision Detection Broadphase (Spatial Hash/BVH) vs. Narrowphase (AABB/SAT/GJK), contact manifolds, and impulse velocity resolution.
05 Rendering Pipelines & Shaders Programmable GPU stages, Forward vs. Deferred G-Buffer rendering, GLSL vertex/fragment shaders, and draw call batching.
06 Game AI: Pathfinding & Behavior Trees A* heuristic pathfinding, Navigation Meshes (NavMesh), Finite State Machines, and hierarchical Behavior Trees.