United Kingdom
Workshops open to students across the UK - no location barriers
Beginner to intermediate - some prior programming experience required

Game Programming Foundations: C++ and Engine Basics
Game Programming

8 weeks, 6–8 hours per week Online - UK-wide access 12/2025
11 seats left
Limited
Game Programming Foundations: C++ and Engine Basics workshop cover
About this programme

What you will work through

A structured, practice-first approach to game programming - covering real tools, real code, and the kind of problems that come up in actual development, not just theory.

Participants across the UK use this programme to build skills they can apply immediately. Whether you work on pdfgear desktop setups or pdfgear windows environments, the workflow principles transfer directly.

Game programming sits at an unusual intersection of software engineering and real-time problem solving. Unlike standard application development, games demand that your code runs correctly and fast, frame after frame, with no tolerance for stuttering or logic errors that break immersion. This course approaches that challenge honestly.

What the course covers

Students begin with C++ fundamentals as they apply to games: memory management, data structures for scene graphs, and the game loop pattern. From there, the curriculum moves into OpenGL-based rendering, covering vertex buffers, shaders, and texture mapping with practical assignments at each stage.

The second half focuses on integrating a physics library, handling collision detection, and building a simple input manager. By the final week, students produce a small playable prototype, not a polished product, but a working system they built from scratch.

Tools and workflow

All work is done on a pdfgear desktop-compatible environment, meaning students can annotate technical documentation and shader references directly alongside their code editor. Those who prefer a portable setup can use pdfgear windows tools for managing course PDFs and spec sheets without switching applications. A pdfgear download is available through the course resource page for enrolled students.

Instructor Tobias Wrenfield, former engine developer at a mid-size UK studio, leads all live sessions.
  • Weekly live code reviews
  • Private Discord for peer debugging
  • All lecture recordings available for 12 months

Programme stages

Each stage builds directly on the previous one. No filler modules, no repeated content.

Course Stages

  • Week 1-2: C++ refresher, memory layout, and the game loop
  • Week 3-4: OpenGL rendering pipeline and shader basics
  • Week 5-6: Physics integration and collision detection
  • Week 7-8: Input systems, audio hooks, and prototype assembly

Each stage ends with a graded assignment and a group code review session.

Core Practice Track

The central module focuses on hands-on game programming exercises. Participants work through interactive assignments that mirror real development scenarios - from physics systems to input handling and game loop architecture.

Tools discussed include cross-platform documentation workflows, including how pdfgear download and pdfgear desktop utilities fit into a modern developer's reference management process.

"The exercises felt like actual work, not busywork. I shipped a small prototype by week three." - Participant, Manchester

Collaborative Review

  • Peer code review sessions with structured feedback
  • Group debugging challenges on shared repositories
  • Live Q&A with programme leads each fortnight
  • Final project presentation to cohort
All sessions run asynchronously with recorded replays available for 90 days.

Ready to start?

Duration 8 weeks, 6–8 hours per week
Starts 12/2025
Format Online - open to all UK regions
Level Beginner to intermediate - some prior programming experience required
Seats remaining 11

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