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Intermediate C++ Game Programming DirectX [Iterators] Tutorial 15
Intermediate C++ Game Programming DirectX [vector] Tutorial 8
Intermediate C++ Game Programming DirectX [Pointers] Tutorial 2.1
Intermediate C++ Game Programming DirectX [Introduction] Tutorial 0
Intermediate C++ Game Programming DirectX [dynamic_cast / RTTI typeid] Tutorial 19
Beginner C++ DirectX Game Programming Tutorial: Lesson 14
Beginner C++ Game Programming DirectX [float / type casting] Tutorial 16
Intermediate C++ Game Programming DirectX [Function Pointers functional] Tutorial 25 - Solution
Intermediate C++ Game Programming DirectX [Exceptions (in practice)] Tutorial 22.2
Intermediate C DirectX Game Programming Tutorial Lesson 1
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Last Updated: October 19, 2026
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Summary
Need downloads? Have questions? Seek (in the forum) and ye shall find. The forums: planetchili.net/forum. Virtual functions (dynamic binding) are kind of a big deal. Polymorphism. Other big words. You can figure out the dynamic types of your polymorphic pointers, but should you? Function pointers... to point to your functions. And std::function to wrap up all the callable things. Some concrete examples of exceptions "in the wild".
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