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Examples

Cory Smith edited this page Jul 1, 2024 · 11 revisions

Here is a list of the examples available along with a brief description, a link to the source as well as (if available) a link to @javidx9's video that inspired the related example.

01 - Empty

Demonstrates the "boiler plate" necessary to get started.

02 - Hello World

Image 02

Provides a few examples (toggled using the spacebar) of some of more simplistic drawing capabilities.

03 - Mazes

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Demonstrates the Recursive Back-tracker algorithm to generate a maze.

04 - Game of Life

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John Conway's Game of Life demonstrating cellular automata.

05 - Retro Arcade Racer

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A simple racing game example similar to Pole Position.

06 - Splines #1

An example demonstrating Catmull-Rom Splines which offer a way to have curves in your applications. Explores programming related to spline paths and loops that can also be applied to NPC movement.

07 - Frogger

Yup, it's a game of Frogger.

08 - Asteroids

And now for Asteroids.

09 - Splines #2

Continuing the example started in Splines1, this demonstrates how to move objects around a spline with a consistent velocity.

10 - WebCam

A rough example demonstrating displaying video in a from a webcam while converting pixel RGB values into characters with a limited palette and looking "good" (originally targeting Command Prompt).

11 - Path Finding A-Star

Demonstrates an implementation of the A* path finding algorithm.

12 - Command Line FPS #2

A first-person shooter like engine (originally targeting Command Prompt).

13 - Perlin Noise

Demonstrates the approximation of the Perlin Noise algorithm for use in game design.

14 - FlappyBird

Yes... FlappyBird (originally targeting Command Prompt) which demonstrates levels that never end and introducing basic game physics.

15 - Augmented Reality - OpticFlow

Demonstrates a brute-force implementation of an Optical Flow algorithm.

16 - Worms #1

A Worms-like game. In part 1 focuses on adding game units, particles and some physics.

17 - Worms #2

A Worms-like game. In part 2 focuses on user input, cameras and state machines.

18 - Worms #3

A Worms-like game. In part 3 focuses fit and finish; including unit AI.

19 - Balls #1

Collision detection for circles.

20 - Balls #2

Improves the circle physics-based engine, introduces a more accurate method for tracking time for use in simulations as well as implements an arbitrary edge object that can be used to displace and deflect balls.

21 - Platform Game #1

Demonstrates a simple yet smooth tile-based 2D platform jumper.

22 - Role Playing Game

Creating a top-down roleplaying game.

23 - Breakout

A very quick-and-dirty Breakout-style game.

24 - Pseudo 3D "Planes MODE7"

Demonstrates a pseudo 3D style display similar in style to the MODE7 implementation on the Super Nintendo.

25 - Racing Lines

Examines a framework to experiment with different racing lines along a parametric track.

26 - Pan and Zoom

Demonstrates a technique to easily add panning and zooming to your application.

27 - Engine 3D #1

Introduces vertices and triangles resulting in a rotating cube in 2-axis.

28 - Engine 3D #2

Continues from the previous and adds triangle culling.

29 - Engine 3D #3

Implements cameras and clipping planes including working with points and matrices.

30 - Engine 3D #4

Adds texturing and depth buffers.

31 - Level Maker

A crude level editor.

32 - Sprite Editor

A basic sprite editor.


The above examples are ports of the of what was originally done using vbConsoleGameEngine (and olc::ConsoleGameEngine) and, as such, may still retain the associated "low-resolution" and "limited-color" style related to the game engine targeting the Command Prompt (text-mode) display.

The following are not available for vbConsoleGameEngine.


33 - Shadow Casting 2D

34 - Sprite Transformation

35 - Path Finding A-Star - Wave Propagation

36 - Car Crime City #1

37 - Polygon Collisions #1

38 - Polymorphism

39 - Embedding Lua

40 - Car Crime City #1

41 - 8-Bits of Image Processing

42 - NES #1

43 - NES #2

44 - NES #3

45 - NES #4

46 - NES #5

47 - Isometric Tiles

48 - NES #6

49 - Procedural Generation

50 - Retro Pop-Up Menu System

51 - NES #7

52 - MIDI


Note: It is about this time that the announcement of olc::PixelGameEngine 2.0 is announced.


53 - Dungeon Warping

54 - Brute Force

55 - Tile/Rectangle Collisions and Resolution

56 - Automated Sequences via Lua

57 - Integral Images

58 - Ray Cast World!

59 - MMO Client/Server, ASIO and Framework Basics #1

60 - MMO Client/Server, ASIO and Framework Basics #2

61 - MMO Client/Server, ASIO and Framework Basics #3

62 - Circle vs Rectangle Collision

63 - MMO Client/Server, ASIO and Framework Basics #4

64 - Super Fast Ray Casting in Tiled Worlds using DDA

65 - Compiling for web browsers!

66 - Five Dice Games

67 - Dithering with Floyd-Steinberg

68 - Quirky Quad Trees #1

69 - Quirky Quad Trees #2

70 - Fixed point numbers

71 - Text/Commands/Sounds

72 - Serialising/Deserialising Structured memory to disk

73 - Texture Sampling #1

74 - Texture Sampling #2

75 - 2D Geometry Library

76 - Embedding Lua #3

77 - DIY Programming Language #1

78 - DIY Programming Language #2

79 - Tinkering with Spirographs

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