: Techniques for displaying 2D sprites or 3D models and creating motion through frame-based animation.
: Reading and responding to real-time player input from keyboards, mice, or controllers.
: Logic for determining when objects hit each other, often starting with basic math before moving to more complex physics.
Books like Introduction to Game Programming with C typically focus on building a strong foundation in C and game architecture from the ground up, often without relying on a pre-built game engine.