game-programming-patterns
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Source repo for the book
Fix typo on "Event Queue" chapter that said: >Even though you copy when *they* array grows, enqueuing an item still has constant amortized complexity. As mentioned on #332.
I am totally new to game development and glad to find your tutorial, about the resource management with c++11, maybe add some notes about shared_ptr, unique_ptr and RAII could help...
Since you have been posting on BlueSky now makes sense to point people there :)