Hey there, fellow DAE developer, future engine programmer, or just a curious explorer π
Welcome to my Programming 4 repository β the final chapter in the DAE programming series.
This semester focused on software architecture, design patterns, and efficient C++ engineering, setting the stage for larger-scale game projects and engine development.
This repo contains all lab exercises and weekly projects from the Programming 4 course at DAE.
Like earlier semesters, each weekβs work is preserved for archival and learning purposes β showing progression in problem-solving, software design, and engine-level thinking.
β οΈ These projects were made in an academic setting.
Expect incomplete features, testing code, and exploratory experiments.
Itβs not a finished framework β itβs a development journey snapshot.
π Course: Programming 4
π« University: Howest University of Applied Sciences - Digital Arts and Entertainment
π Location: Kortrijk, Belgium
ποΈ Acamedic year: 2023β24 | Fourth semester
π Study load: 6 credits
β±οΈ Total study time: 180 hours
- Co-ordinator: Alex Vanden Abeele
- Other teaching staff: Tom Tesch
- Manage stress and workload under tight deadlines
- Organize and maintain a clean game project file structure
- Monitor project progress and request feedback when needed
- Research and apply relevant technical and theoretical sources
- Select and use appropriate software patterns for project structure
- Justify design and implementation choices using established principles
- Review and evaluate own and peersβ work critically
- Identify and fix errors within the game project
- Plan and assess the technical feasibility of concepts
- Develop and integrate graphical content considering technical limits
- Work independently and efficiently on real-time applications
- Write optimized, structured, and maintainable code
- Solve problems using proper programming languages and techniques
- Utilize game engines, frameworks, and tools effectively
- Software Design Patterns
- Game Programming Patterns
- Error Handling
- Namespaces & Modules
- PIMPL (Pointer to Implementation) Principle
- CRTP (Curiously Recurring Template Pattern)
- Advanced Memory Management
- Each week has its own branch, e.g.
03β Week 310β Week 10
- Each branch focuses on a specific programming or design pattern topic.
Weekly compiled builds are archived in the π¦ Releases section.
Example:
programming_4-10-1.0.0-windows-x64.zip
Each release represents a stable snapshot of the weekβs lab assignment or pattern implementation.
Programming 4 was all about thinking beyond syntax β understanding how to build maintainable systems, structure reusable components, and manage complexity at scale.
It marks the transition from βwriting codeβ to designing software, bridging the academic foundation with the mindset required for professional game and engine development.
If youβre currently at this point in DAE: learn the patterns, experiment with architecture, and remember β elegant design always outlasts clever hacks π§ π‘
This repository is licensed under the MIT License β explore, adapt, and learn freely.
Built with templates, patterns, and the eternal struggle against circular dependencies π
β ΓdΓ‘m