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Programming 4 final project: Q*bert arcade remake using Minigin. Implements the first three levels with pixel-perfect accuracy, AI and enemy behavior, applying Programming 4 concepts and game programming patterns. Engine/game logic split via static library.

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knapeczadam/programming-4-qbert

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🟠 Programming 4 – Q*bert

Hey fellow DAE student, game dev enthusiast, or curious visitor 👋
Welcome to my Programming 4 – Q*bert repository — the final project for Programming 4.


🗄️ About this repository

This repo contains my final project for Programming 4, where I was randomly assigned Q*bert out of ten possible games.
The main goal was to implement the first three levels with pixel-perfect accuracy, replicating enemy AI and behavior as closely as possible.

⚠️ Note: this project applies patterns and concepts learned in Programming 4.
It’s a snapshot of my learning journey, not a polished commercial product.


🏗️ Engine: Minigin

The project is built on Minigin, a minimal SDL2 & glm setup created by Alex Vanden Abeele.
Minigin is not a full game engine — it provides a small framework for 2D C++ games with:

  • SDL2 setup for rendering/input
  • glm for vector and matrix math
  • Scaffolding to quickly start a project

In this project, I extended Minigin to implement a component-based GameObject system, event queue, dedicated audio thread, and all other game patterns required for Q*bert.


🧩 Key Patterns and Concepts

  • Programming Patterns Implemented: Singleton, Factory, Observer, Service Locator, Command, Pimpl
  • Event system: Queue-based event handling
  • Object management: Unity-inspired GameObject system with component-based architecture
  • Audio: Runs on a dedicated thread
  • Execution order: Unity-inspired essential functions

🚀 Releases

This project contains two release builds, available in the 📦 Releases section:

  • programming_4-qbert-1.0.0-windows-x64.zip → normal game build
  • programming_4-qbert-debug-1.0.0-windows-x64.zip → debug build with 999 lives (effectively infinite) and sprite/logical debug visualization

🧠 Final Thoughts

This project demonstrates how game programming patterns improve code structure, memory access, and decoupling.
It also showcases how best practices like event-driven systems, threading, and modular architecture can be applied in game development.
If you’re exploring Programming 4 projects: study, experiment, and enjoy a classic arcade revival 🟠🕹️


⚖️ License

This repository is licensed under the MIT License — feel free to explore, learn, or fork for educational purposes.


Made with C++, Q*bert, and a passion for classic arcade games 🎮
— Ádám

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Programming 4 final project: Q*bert arcade remake using Minigin. Implements the first three levels with pixel-perfect accuracy, AI and enemy behavior, applying Programming 4 concepts and game programming patterns. Engine/game logic split via static library.

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