Context Summary: We design and implement a package format suitable for large programs with lots of data. In this video we add a debug renderer for Jolt bodies, clean up the renderer a little (centralize mesh rendering) and we fix rotation ...

Game Engine Programming 10 No Commentary Materials Loading Gltf Scenes - Celebrity Where It Fits

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In this video we add a debug renderer for Jolt bodies, clean up the renderer a little (centralize mesh rendering) and we fix rotation ... We design and implement a package format suitable for large programs with lots of data.

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  • We design and implement a package format suitable for large programs with lots of data.
  • In this video we add a debug renderer for Jolt bodies, clean up the renderer a little (centralize mesh rendering) and we fix rotation ...

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Check Main Notes
Game Engine Programming #10 (no commentary) - Materials, Loading GLTF Scenes

Game Engine Programming #10 (no commentary) - Materials, Loading GLTF Scenes

We set out to work on entities, but instead we end up buffing up the

Game Engine Programming #1 (no commentary) - SDL, OpenGL, Compile Shaders, Load and Render GLTF Mesh

Game Engine Programming #1 (no commentary) - SDL, OpenGL, Compile Shaders, Load and Render GLTF Mesh

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Making a game engine in #ziglang⚡! #8 glTF part 1: installing C lib and vertices

Making a game engine in #ziglang⚡! #8 glTF part 1: installing C lib and vertices

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Just another video of my progress! Thanks for watching. Links have been provided below. Video about vulkan descriptors: ...

Game Engine Programming: A Simple Package Format

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We design and implement a package format suitable for large programs with lots of data.

Game Engine Programming #8 (no commentary) - Integrating Jolt Physics (Part 2)

Game Engine Programming #8 (no commentary) - Integrating Jolt Physics (Part 2)

In this video we add a debug renderer for Jolt bodies, clean up the renderer a little (centralize mesh rendering) and we fix rotation ...

Game Engine Programming: Animation File Format, part 1.

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We start making a new, better animation file format for the new

Godot in 100 Seconds

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Making a game engine in #ziglang! #4: Drawing a triangle, shaders and perspective

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