Unity C# Scripting Foundations: MonoBehaviours, Coroutines and Input
by Yuki Tanaka
Write engine-grade C++ that respects cache lines, allocators and a 16-millisecond frame.
AP Created by Ana Petrova
Every bullet below is something you will have built, shipped or be able to explain by the time you finish the last lesson.
7 modules · 74 lessons · 9h 48m of material
9 lessons running 1h 08m in total. Each lesson ships with the finished source files and a short written recap, so you can follow along in your own editor and skim the module again later.
Lesson-by-lesson titles, code downloads and exercises live inside the course library you get access to straight after checkout.
12 lessons running 1h 34m in total. Each lesson ships with the finished source files and a short written recap, so you can follow along in your own editor and skim the module again later.
Lesson-by-lesson titles, code downloads and exercises live inside the course library you get access to straight after checkout.
15 lessons running 2h 04m in total. Each lesson ships with the finished source files and a short written recap, so you can follow along in your own editor and skim the module again later.
Lesson-by-lesson titles, code downloads and exercises live inside the course library you get access to straight after checkout.
11 lessons running 1h 26m in total. Each lesson ships with the finished source files and a short written recap, so you can follow along in your own editor and skim the module again later.
Lesson-by-lesson titles, code downloads and exercises live inside the course library you get access to straight after checkout.
10 lessons running 1h 16m in total. Each lesson ships with the finished source files and a short written recap, so you can follow along in your own editor and skim the module again later.
Lesson-by-lesson titles, code downloads and exercises live inside the course library you get access to straight after checkout.
10 lessons running 1h 22m in total. Each lesson ships with the finished source files and a short written recap, so you can follow along in your own editor and skim the module again later.
Lesson-by-lesson titles, code downloads and exercises live inside the course library you get access to straight after checkout.
7 lessons running 58m in total. Each lesson ships with the finished source files and a short written recap, so you can follow along in your own editor and skim the module again later.
Lesson-by-lesson titles, code downloads and exercises live inside the course library you get access to straight after checkout.
7 modules · 74 lessons
9h 48m total length
Short list, and deliberately so. If you meet these you can start today.
Game code is C++ with a stopwatch attached. A frame at sixty hertz gives you roughly sixteen milliseconds for simulation, animation, physics and rendering combined, and the language features that feel elegant in application code can quietly eat that budget. This course teaches the dialect of C++ that engine programmers actually write.
You build a small entity-component-system from scratch: dense component arrays, archetype storage, entity handles with generation counters, and systems that iterate contiguously instead of chasing pointers. Along the way you measure everything. Cache misses, branch misprediction and allocation spikes stop being folklore once you have profiler output showing a structure-of-arrays layout beating an array-of-structures version by a factor you produced yourself.
The later modules cover the supporting machinery: frame and pool allocators that never call the general-purpose heap during gameplay, a fixed-timestep loop with interpolation, a job system built on a work-stealing queue, and hot-reloadable gameplay code. Examples are engine-agnostic C++20 and include notes on how the same patterns appear inside Unreal Engine.
Still unsure about something? Write to misteryjj100@gmail.com and a human answers, usually the same working day.
Reviews are written by people who bought this course. We publish the critical ones too.
4.0
Rated 4.0 out of 5Course rating · 1 review
Rasmus Holm
Engine programmer
Treating sixteen milliseconds as a budget you spend rather than a target you hope for genuinely changed how I approach a profile. Structure of arrays and the custom allocator chapters are strong. The job system section then moves quickly and takes it for granted that you are comfortable with atomics, which the stated requirements do not quite prepare you for.
Systems engineer and C++ instructor
Ana spent nine years writing real-time C++ for trading infrastructure before moving into teaching full time. She specialises in the parts of the language people quietly avoid: templates, move semantics, custom allocators and the memory model. Her courses are built around profiling sessions on code that is deliberately slow, so every fix is something you measure rather than memorise. She still contributes to two open-source benchmarking libraries.
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