Skip to content

How games work

This page is a map, not a lesson. Every part of a game that the lessons touch is listed here with one sentence on what it is and a link to the section that explains how it works. Each section is written for someone who has not seen the idea before, uses real numbers, and ends in what you would see if you looked at the running game from outside.

Most of the parts below are what an engine supplies (Lesson 4.1). The small example programs in the Bevy engine’s example gallery show nearly every one of them in a few dozen lines, if you would like to see one running.

Screenshots from the book’s own labs show four of the parts above at work. Each one opens the section that explains it.

The first lesson of Chapter 4 introduces most of the parts above: it separates an engine from the game on top of it and follows one frame from input to the screen. The glossary defines the words the sections use.

Start with Lesson 4.1: Game Engines Lesson 4.2: Ordering and sharing work Open the glossary

This book grew out of the original Game Hacking Academy by attilathedud and has been rewritten as a beginner-first course. Like the original repository, its source is published under the Apache License 2.0.