Overview
Syllabus
) Introduction.
) Setting up the Window with LWJGL.
) Adding Event Listeners with GLFW.
) Creating a Scene Manager & Delta Time Variable.
) How OpenGL Graphics Programming Works.
) Drawing the First Square.
) Regexes and Shader Abstraction.
) Game Camera OpenGL.
) GLSL Shaders.
) Texture Loading in LWJGL3.
) Entity Component System.
) Batch Rendering in LWJGL3.
) Resource Management in LWJGL3.
) Texture Batching.
) Spritesheets.
) Dirty Flags in Rendering.
) Alpha Blending and Z-Indexing.
) Integrating ImGui.
) ImGui Fonts and Scene Integration.
) Serialization with Gson.
) Deserialization with Gson.
) Exposing Variables to the Level Editor.
) Converting Screen Coords to World Coords.
) Drag 'N Drop Level Editor.
) Debug Drawing Functions.
) Snap To Grid Tool.
) Debug Drawing Boxes and Circles.
) Framebuffers in OpenGL.
) ImGui Docking in Java LWJGL.
) Adding a Game Viewport.
) Mouse Screen Coordinates to Game Viewport Coordinates.
) Pixel PERFECT Mouse Picking.
) Enabling Mouse Picking and Code Maintenance.
) Editor Camera Controls with Lerp.
) Coding Gizmos.
) Translate and Scale Gizmo.
) Properties Panel.
) Integrating JBox2D in our Engine.
) Event System and Box2D Physics.
) Adding an Engine Runtime (Play/Stop Buttons).
) Refactoring and Physics.
) Font Rendering.
) Beginning Scene Hierarchy & ImGui Upgrade.
) Scene Panel Drag & Drop (ImGui).
) Even More Bug Fixing.
) 2D Animations.
) Sounds with OpenAL.
) Improving the Editor.
) How to Use Box2D Physics.
) Pillbox Colliders and Player Controllers.
) Variable Length Jumps.
) Powerups.
) Goomba AI.
) Mario Pipes & Editor Improvements.
) Game Camera & Grid Lines.
) Mario Turtle AI.
Taught by
freeCodeCamp.org