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https://github.com/knapeczadam/dae-programming-4-qbert

🟠 Programming 4 final project: Q*bert arcade remake using Minigin. Implements the first three levels with pixel-perfect accuracy, AI and enemy behavior, applying Programming 4 concepts and game programming patterns. Engine/game logic split via static library.
https://github.com/knapeczadam/dae-programming-4-qbert

2024 2d-game arcade-game belgium c-plus-plus cpp dae digital-arts-and-entertainment game-dev game-development game-programming game-programming-patterns howest howest-dae kortrijk prog4 programming-4 qbert student-project university

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🟠 Programming 4 final project: Q*bert arcade remake using Minigin. Implements the first three levels with pixel-perfect accuracy, AI and enemy behavior, applying Programming 4 concepts and game programming patterns. Engine/game logic split via static library.

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# 🟠 Programming 4 – Q*bert

Hey fellow DAE student, game dev enthusiast, or curious visitor πŸ‘‹
Welcome to my **Programming 4 – Q*bert** repository β€” the final project for [Programming 4](https://github.com/knapeczadam/programming-4).

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## πŸ—„οΈ About this repository

This repo contains my **final project** for Programming 4, where I was randomly assigned **Q*bert** out of ten possible games.
The main goal was to implement the **first three levels** with **pixel-perfect accuracy**, replicating enemy AI and behavior as closely as possible.

> ⚠️ Note: this project applies patterns and concepts learned in Programming 4.
> It’s a **snapshot of my learning journey**, not a polished commercial product.

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## πŸ—οΈ Engine: Minigin

The project is built on **[Minigin](https://github.com/avadae/minigin)**, a minimal SDL2 & glm setup created by **Alex Vanden Abeele**.
Minigin is not a full game engine β€” it provides a small framework for 2D C++ games with:

- SDL2 setup for rendering/input
- glm for vector and matrix math
- Scaffolding to quickly start a project

In this project, I extended Minigin to implement a **component-based GameObject system**, **event queue**, **dedicated audio thread**, and all other game patterns required for Q*bert.

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## 🧩 Key Patterns and Concepts

- **Programming Patterns Implemented:** Singleton, Factory, Observer, Service Locator, Command, Pimpl
- **Event system:** Queue-based event handling
- **Object management:** Unity-inspired GameObject system with component-based architecture
- **Audio:** Runs on a dedicated thread
- **Execution order:** Unity-inspired essential functions

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## πŸš€ Releases

This project contains **two release builds**, available in the [πŸ“¦ Releases](../../releases) section:

- `programming_4-qbert-1.0.0-windows-x64.zip` β†’ normal game build
- `programming_4-qbert-debug-1.0.0-windows-x64.zip` β†’ debug build with **999 lives** (effectively infinite) and **sprite/logical debug visualization**

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## 🧠 Final Thoughts

This project demonstrates how **game programming patterns** improve code structure, memory access, and decoupling.
It also showcases how best practices like **event-driven systems, threading, and modular architecture** can be applied in game development.
If you’re exploring Programming 4 projects: **study, experiment, and enjoy a classic arcade revival** πŸŸ πŸ•ΉοΈ

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### βš–οΈ License
This repository is licensed under the **MIT License** β€” feel free to explore, learn, or fork for educational purposes.