Coding Gizmos | Coding a 2D Game Engine in Java #34

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In this episode I go over how to create the basis for a gizmo system and how to set up the drawing of the gizmo over the active game object. This requires adding a rotation value to the Transform class, tweaking the batched renderer, modifying the serialization, and then finally creating the Translate Gizmo class. In the next episode I will go over how to add the functionality to the translate gizmo.

Gizmos.png: https://github.com/codingminecraft/MarioYoutube/blob/master/assets/images/gizmos.png
Source Code: https://github.com/codingminecraft/MarioYoutube/tree/cec7f7c9b274b45bbfd586e413772ff11feda2a6

0:00 Intro
1:07 How the the Gizmo System Works
3:58 Coding the Gizmo System

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Website: https://ambrosiogabe.github.io/
Github: https://github.com/ambrosiogabe

Here are some books I recommend if you want to learn about game engine development more thoroughly. I do not profit off any of these sales, these are just some books that have helped me out :)

My Recommended Game Engine Books:
Game Engine Architecture: https://www.gameenginebook.com/
Game Physics Cookbook (Read this before the next physics book): https://www.amazon.com/Game-Physics-Cookbook-Gabor-Szauer/dp/1787123669
Game Physics (Ian Millington): https://www.amazon.com/Game-Physics-Engine-Development-Commercial-Grade/dp/0123819768
Game Programming Patterns (Free): https://gameprogrammingpatterns.com/

My Recommended Beginning Game Programming Books:
JavaScript Game Design: https://www.apress.com/gp/book/9781430247166

My Recommended Java Books:
Data Structures/Algorithms: https://www.amazon.com/Data-Structures-Algorithms-Java-6th-ebook/dp/B00JDRQF8C
LWJGL (Free, but I haven't read this thoroughly): https://lwjglgamedev.gitbooks.io/3d-game-development-with-lwjgl/content/




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