Opengl 2d смотреть последние обновления за сегодня на .
Discord 🤍 Patreon 🤍 Engine 🤍 Tamkish Music 🤍 I made my own 2D game engine / framework / renderer using OpenGL with the help of learnopengl.com and various sound and text rendering libraries. It ended up being a very simple project and I even made a game with it. Although I did not include that in this video. I am somewhat proud of the engine itself but mostly I am glad I undertook this project because of how much I've learned and how much that new knowledge informs me when working in higher level tools. Basically after working on this I'll have no trouble working with Unity or Godot even if the workflow isn't 100 the way I'd like it to be.
Graphics programming is so cool! I managed to make a water shader, load 3d models, create a beautiful transition shader in just 7 days using OpenGL and the Rust programming language. I used this OpenGL wrapper called glium: 🤍 I also utilized a game framework called macroquad: 🤍 Water & Transition shader is open source on by github page! (wip) 🤍 The pixel art I used in the video for water shader: 🤍 ♫ Music credits ♫ Noah James: 🤍 I use a lot of his music, check him out! Want to support me? Patreon: 🤍 Monero: 43Ktj1Bd4Nkaj4fdx6nPvBZkJewcPjxPB9nafnepM7SdGtcU6rhpxyLiV9w3k92rE1UqHTr4BNqe2ScsK1eEENvZDC3W1ur
Learn how to use OpenGL to create 2D and 3D vector graphics in this course. Course by Victor Gordan. Check out his channel: 🤍 💻 Code: 🤍 See top comment for more resources. ⭐️ Contents ⭐️ Introduction 0:00:00 Introduction to Course Install 0:00:00 Downloads 0:02:11 Setting Up VS Project 0:02:50 Generating GLFW 0:03:29 Build Solution GLFW 0:04:03 Importing Libraries 0:04:53 Configuring VS 0:06:02 Finishing up & Testing Window 0:06:36 Initializing GLFW 0:07:03 Configuring GLFW 0:08:26 Creating Window 0:09:53 While Loop 0:11:01 OpenGL Viewport 0:11:36 Buffer Explanation 0:12:55 Adding Color 0:14:03 Comments for Window Triangle 0:14:25 Graphics Pipeline 0:16:56 Shaders Source Code 0:17:24 Vertices 0:18:54 Vertex and Fragment Shaders 0:20:45 Shader Program 0:21:36 Vertex Buffer Object 0:24:35 Vertex Array Object 0:26:57 Cleaning Up 0:27:34 Rendering Loop 0:28:38 Comments for Triangle Index Buffer 0:29:24 Normal Triangle 0:29:47 Duplicate Vertices 0:30:06 Solution 0:30:26 Index Buffer 0:30:51 Implementation 0:32:22 Comments for Index Buffer Organizing 0:32:33 Introduction to Organizing 0:32:43 Shader Text Files 0:33:21 Shader Class 0:35:27 VBO Class 0:36:18 EBO Class 0:36:35 VAO Class 0:37:36 Adding Classes to Main.cpp 0:37:59 Comments for Organizing Shaders 0:38:34 Introduction to Shaders 0:38:44 Shaders Properties 0:38:57 Vertex Shader 0:40:01 Fragment Shader 0:40:17 Adding Colors 0:41:23 Modifying the VAO class 0:41:54 Vertex Attribute Pointer Explanation 0:43:09 linkAttrib Code 0:43:19 Interpolation 0:43:50 Uniforms 0:46:08 Error Checking Shaders 0:46:29 Comments for Shaders Textures 0:46:39 Types of Textures 0:46:54 stb Library 0:47:58 Square 0:48:14 Texture Sizes 0:48:37 Importing in an Image 0:49:19 Creating the Texture 0:49:43 Texture Units 0:50:19 Interpolation Types 0:51:11 Texture Mapping 0:52:27 Assigning the Image to the Texture 0:53:10 Errors 0:53:21 Mipmaps 0:53:50 Texture Coordinates 0:54:15 Vertex and Fragment Shaders 0:54:51 Finishing up 0:55:39 Texture Class 0:55:56 Comments for Textures Going 3D 0:56:01 Introduction to Going 3D 0:56:11 Correction 0:56:23 Matrices 0:56:57 GLM 0:57:26 Coordinate Types 0:58:35 Transformation Matrices 0:59:13 Matrix Initialization 0:59:41 View & Projection Matrices 1:01:16 Importing Matrices 1:01:53 Matrices Final Multiplication 1:02:07 Pyramid 1:02:41 Rotation & Timer 1:03:11 Depth Buffer 1:03:36 Comments for Going 3D Camera 1:04:11 Header File 1:05:04 Basic Camera Class Functions 1:05:54 Main File Changes 1:06:21 Vertex Shader Changes 1:06:43 Key Inputs 1:07:38 Mouse Inputs 1:09:21 Fixing Camera Jumps 1:09:49 Comments for Camera Lighting 1:10:13 Modify Camera 1:10:30 Light Cube 1:10:50 Light Color 1:12:03 Diffuse Lighting & Normals 1:15:36 Ambient Lighting 1:16:18 Specular Lighting 1:17:54 Comments for Lighting Specular Maps 1:18:15 Modify Texture Class 1:18:34 Plane With Texture 1:19:06 Specular Maps Theory 1:19:30 Implementing Specular Maps 1:20:06 Ending for Specular Maps Types of Light 1:20:16 Types of Light 1:20:26 Point Light 1:20:41 Intensity Attenuation 1:20:51 Inverse Square Law 1:21:03 CG Intensity Equation 1:21:36 Implementation of Attenuation 1:22:09 Directional Light 1:22:52 Spotlight 1:23:08 Light Cones 1:23:18 Cones Comparison 1:23:31 Cos vs Angle 1:23:45 Finishing the Spotlight 1:24:19 Comments for Types of Light Mesh Class 1:24:33 Introduction for Mesh Class 1:24:46 Mesh Definition 1:25:01 Mesh Class Header 1:25:58 Modify the VBO Class 1:27:06 Modify the EBO Class 1:27:16 Mesh Constructor 1:27:41 Rearrange Shader Layouts 1:28:10 Mesh Draw Function I 1:28:51 Modify the Texture Class 1:29:22 Mesh Draw Function II 1:29:54 Modify the Uniforms 1:30:20 Main.cpp Changes 1:31:06 Comments for Mesh Class Model Loading 1:31:28 Introduction for Model Loading 1:31:47 Small Note on 3D Models 1:32:27 JSON Library 1:32:41 Model Header 1:33:03 Model.cpp File 1:33:13 JSON File Structure 1:33:30 Getting the Binary Data 1:34:07 glTF File Structure 1:36:28 getFloats() and getIndices() 1:39:09 Grouping Functions 1:39:19 assembleVertices() 1:39:50 Modifying the Texture Class 1:40:22 getTextures() 1:41:50 loadMesh() 1:42:23 Matrix Transformations Explanation 1:42:54 traverseNode() Declaration 1:43:28 Modifying the Mesh Class 1:43:41 Modifying the Vertex Shader 1:44:15 traverseNode() Writing 1:45:18 Modifying the Main.cpp File 1:45:28 Examples of Models 1:46:01 Comments for Model Loading
Patreon ► 🤍 Instagram ► 🤍 Twitter ► 🤍 Discord ► 🤍 Series Playlist ► 🤍
This is my coding diary! Everything I Present Is Trial & Error! Learning As I Make Videos! Operating System: Windows 10 Software: Visual Studio Community 2019 Modern Open GL/C Libraries: GLFW/GLEW/GLM
In this video we take a break from 3D and explore 2D rendering using a sprite batching technique in OpenGL. This is also a great opportunity to get introduced to Uniform Buffer Objects which is a more efficient way of loading uniforms than the method that we've been using so far, especially when you have many of them. UBOs can be used for 3D as well so even if you don't plan on doing 2D rendering you should definitely learn about them. The sprites that I used are from 🤍 Free texture packing tool: 🤍 Timecodes 0:00 Intro 0:26 Sprite Batching 1:54 Calculating sprite size in texture space 2:34 Screen space to NDC 2:47 Sprite batching solution 4:09 The vertex shader 4:54 The fragment shader 5:52 Supporting multiple sprite sheets 6:03 The QuadArray class 6:37 The SpriteBatch class 8:22 Simple animation example 8:35 Efficiency of uniform variables 9:08 Uniform Buffer Objects 13:40 Conclusion Make sure to watch all the previous tutorials in the "OpenGL For Beginners" playlist at 🤍 Please visit 🤍 to see more of my tutorials on modern OpenGL. Link to source: 🤍 OpenGL 4.6 specification: 🤍 Feel free to comment below. Email: ogldev1🤍gmail.com Github: 🤍 Twitter: 🤍ogldev One time donations (Paypal): 🤍 Patreon: 🤍 Enjoy, Etay Meiri #opengl #ogldev #opengtutorials
source code: - 🤍 load texture: - 🤍 move object: - 🤍 create a rectangle: - 🤍 hello triangle: - 🤍 references: - 🤍 - 🤍 - 🤍
I've been coding this and a map editor for a few months now. Currently skinned with Super Mario World content. All sprites, tiles, sounds and game mechanics, courtesy of Nintendo :). Source: 🤍
Downloads for the executables and the source code in the description: This is a demo for a co-op vertical scroll game. The goal is to reach the top side of each level with the two players alive. Warrior: - Move: i, j, k, l - Attack: z - Spin slash: z (hold and release) - Defend with shield: x Sorceress: - Move: arrows - Attack: * - Fire Roulette: * (hold and release) - Accumulate mana: - Music: - Grandia 2: Have Faith in Yourself - SM RPG: Beware the Forest of Mushrooms Tileset / Sprites: - Sword of mana (with some edits of my own) Download: 🤍 Notes: - In the source code there are some comments in spanish, sorry for that. :P
a simple 2d game engine i am working on
Here is my second opengl tutorial! Since i am a visual learner, I wanted to created some 3D visuals to show what I am trying to accomplish. I will try to create more tutorials that are fun easy to make. Enjoy and see ya next time.
2D Animations in OpenGL | GLUT Tutorial Welcome to my Computer Graphics Programming using OpenGL GLUT Tutorial. In this video you will learn how to animate 2D objects in OpenGL. Queries covered:- Rotation along particular axis in opengl What is Double buffering in opengl What is Front and Back buffer in opengl How does glutSwapBuffer() function work When does animation take place How to use rotation matrix in opengl What is glutPostRedisplay How does glutIdleFunc() work
Modeling or creating 2-Dimensional car using OpenGl and Computer Graphics.
github: 🤍 enjoy the stream :D ly ❤
Patreon ► 🤍 Twitter ► 🤍 Instagram ► 🤍 Discord ► 🤍 Series Playlist ► 🤍 OpenGL Documentation ► 🤍 Thank you to the following Patreon supporters: - Lukáš Jech - Daniel Weaver - Samuel Egger - Dominic Pace - Kevin Gregory Agwaze - Sébastien Bervoets - Tobias Humig Gear I use: - BEST laptop for programming! ► 🤍 My FAVOURITE keyboard for programming! ► 🤍 FAVOURITE monitors for programming! ► 🤍 MAIN Camera ► 🤍 MAIN Lens ► 🤍 Second Camera ► 🤍 Microphone ► 🤍
Dev-logging my process of building an engine in C and OpenGL. Covered in this video: - Simple demo If you have any comments or questions, drop 'em below. Like and subscribe!
working on a 2d game .. made using opengl with c reference learnopengl.com and many many many youtube tutorials :) sorry for low res i'll fix it when i'll finish it any ideas on level design?
►Full OpenGL Series Playlist: 🤍 ►Find full courses on: 🤍 ►Join as member to get perks: 🤍 ►Lesson Description: In this lesson I discuss at a high level the graphics pipeline the journey of a vertex from 3D data to your 2D screenas I'd like to say! This lesson is intended to be a high level overview to help you understand that geometry passes through multiple stages of a pipeline on your GPU. Some of the terminology on this video is going to be new, but that's okay, as we will continue later on in the series to deeper content. ►Please like and subscribe to help the channel! ►YouTube Channel: 🤍 ►Join our free community: 🤍
TWO YEARS LATER: A few months ago I remade the engine and added a lot more, check it out! 🤍 ONE YEAR LATER: I didn't know the OpenGL API and graphics pipeline very well when I made this. I do not recommend following this *LEGACY* OpenGL code (or C code for that matter). Multiple lights! Quickly hooked up light size to scroll wheel, and able to change between blocks & lights with a key JUST FOR DEMO. C - Box2d physics - GLFW & GLEW (OpenGL contexts) - Shadow casting: Render blocks (with projected polygons for shadows) to stencil buffer. Draw lighting (fragment shader) where stencil buffer is empty.
2D Game Engine C OpenGL Hello! This is the start of my newest game BLOCKS! This is the base physics engine for the game, which will hopefully be made more smooth in the future. This was made with Visual Studio, C, OpenGL, and GLUT. You can play this game on GameJolt here: 🤍 Thank you for watching!
Light halo is drawn using pixel shader, shadows are rendered on top as black quads. Rendered in FBO and saved as a texture. The process is repeated for each light, and then the textures get rendered on top of world geometry using blending. Also, quadtree is rendered on top. It's also a part of the object oriented engine, and i forgot to turn it off during filming... :) Written in C using OpenGL and GLSL. Some people asked for shader, so there it is: 🤍
Learn more : 🤍 Hello! Welcome sa ITS Information Technology Skills. Ang video na ito ay may pamagat na: HOW TO DRAW A 2D SQUARE USING PYTHON OPENGL FOR BEGINNERS | PYTHON TUTORIAL Tag-lish po ang ginamit ko dito sa video na ito para mas madaling maintindihan. Ito din ang a una unahang video na mgpakita ako sa video ko so sana manuod parin kayo.. Salamat Kapag nagustohan at nakatulong po ang video na ito huwag pong kalimutan na iLike at iShare ang video. Salamat Must watch - PYTHON TUTORIAL FOR ABSOLUTE BEGINNERS | DATA TYPES | VARIABLES | INPUT AND OUTPUT: 🤍 WHAT ARE THE DIFFERENCES BETWEEN BSCS, BSIT and BSIS? | Ano ang Pinagkaiba Ng Mga Courses Na Ito: 🤍 Introduction to computer programming Tutorials: 🤍 Python Tutorials: 🤍 PowerPoint tutorials:🤍 Computer Prank: 🤍 Introduction to Visual Studio | What is Visual Studio TAGALOG: 🤍 Learn the Basic of C# Programming in 10 Minutes | Write Your First C# Program TAGALOG:🤍 Introduction To Algorithm | Algorithm vs Program TAGALOG: 🤍 Introduction to Algorithm | Algorithm vs Program TAGALOG: 🤍 Logic Formulation | Flowchart Tutorial for Beginners: TAGALOG:🤍 first part of Flowchart and Algorithm Sample Problems TAGALOG | Beginners Guide: 🤍 DON'T CLICK: 🤍 #Pythontutorial #python #pythonprogramming
source code : 🤍
Twitter ► 🤍 In this video we take a look at how to create Flappy Bird from scratch in Java, using LWJGL 3 for OpenGL. We'll be making a cool desktop version of the game, which will run on Windows, Mac and Linux. Leave any questions in the comments below! Complete source code: 🤍 - Links: Java JDK: 🤍 Eclipse: 🤍 LWJGL: 🤍 Maths video: 🤍 Texture video: 🤍 BEST laptop for programming! ► 🤍 My FAVOURITE keyboard for programming! ► 🤍 FAVOURITE monitors for programming! ► 🤍 - Website: 🤍 Twitter: 🤍 Facebook: 🤍 Subreddit: 🤍 Steam Group: 🤍
Dev-logging my process of building an engine in C and OpenGL for the purposes of eventually making a hand-drawn 2D/3D Isometric Rogulike game. Covered in this video: - UI Editor If you have any comments or questions, drop 'em below. Like and subscribe!
Dev-logging my process of building an engine in C and OpenGL for the purposes of eventually making a hand-drawn 2D/3D Isometric Rogulike game. Covered in this video: - Finalized "Build Loop" - Project Management - GBuffer Optimizations - Editor Transform Widgets - SSAO Fixes - Physics Subsystem - New Component Creation If you have any comments or questions, drop 'em below. Like and subscribe!
Hola :) Aquí está el link para el repositorio en GitHub: 🤍
In this episode we add the GL event listener to see if our window runs properly. Good for us! Thanks for liking, commenting, and subscribing!
Let's finish up the player animations! Don't forget to like, comment, and subscribe for more videos. Thanks for watching!
Today we get started on the basics of our game loop! Don't forget to like, comment, and subscribe for more videos. Thanks for watching!
Usando o LWJGL 2 no JAVA para desenhar um triângulo. # Instagram: 🤍 # Link do LWJGL 2: 🤍
A Linux graphics driver stack generally consists of a kernel component, an OpenGL driver, a 2D X Window System driver, a video decode/encode driver, and a small bit of shared code between those 3 userspace components. However, given that a 2D X driver has to program the graphics hardware's 3D pipeline just like OpenGL does, it seems like a waste to build and optimize that hardware support code twice. The problem is that open source OpenGL has been too slow a long time, due to developers focusing optimization effort on the 2D rendering that made up their desktop environments. However, the majority of developer time is now spent on OpenGL, modern OpenGL offers us some new extensions to reduce the overhead of setting up drawing, and it exposes some hardware functionality that we never got around to exploiting in X. This talk will cover development in Mesa, Cairo, and X, to rebuild Linux's 2D rendering on top of OpenGL, faster than we've experienced before and in less code. Eric Anholt Eric Anholt started working on open source to get video games to work on the graphics drivers in Linux and FreeBSD back in high school. He has been a developer for Intel's Open Source Technology Center since 2006. He was a key developer of the GEM kernel graphics memory management API, and a major contributor to the new GLSL compiler for GL 3.1 and beyond. 🤍
source code : 🤍 support me on patreon : 🤍 sprite packer online : 🤍 free sprites : 🤍
1. Use of Clipping Algorithms 2. Point Clipping 3. Line Clipping 4. Line Clipping using Parametric Form / Point Clip Method Are the topic, this Video Lecture focuses on for discussion. Basic of 2D Clipping Area : 🤍 OpenGL Viewing API's : 🤍
Today we set up the OpenGL rendering window in JOGL! What fun! Thanks for watching, liking, commenting, and subscribing!
In this episode we finish getting the game loop ready for action! Don't forget to like, comment, and subscribe for more videos. Thanks for watching!
Welcome to 2D/3D Graphics rendering with Modern OpenGL, a series in which we take an in depth look at how we can achieve hardware-accelerated graphics with Modern OpenGL! This series isn't made to teach you C, but rather focuses on Modern OpenGL and computer graphics theories. OpenGL Extensions Viewer(GLview) ►🤍 C for game programming series ► 🤍 Instagram ► 🤍 Twitter ► 🤍 GitHub ► 🤍 Chapters: 0:00 Intro 0:05 About this series 1:20 What is OpenGL? 3:18 OpenGL Versions 3:49 Modern OpenGL 5:14 What you need to know to follow up with this series 6:24 Games built with OpenGL + Evolution of OpenGL 7:18 Old(Immediate-mode) versus New OpenGL 8:44 Things I will cover in this series 13:23 Detecting graphics card compatibility for OpenGL with OpenGL Extensions Viewer(GLview) #ModernOpenGL #cpp #Saeb0x
Shows how to render two triangles using triangle lists (GL_TRIANGLES) by sending multiple vertices to the graphics card using glBufferData().
Sorry the audio is so quiet. I'll have it fixed by next time. Today we optimize the graphics system a bit. Don't forget to like, comment, and subscribe for more videos. Thanks for watching!