🎮 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. |