Dirty Flags in Rendering | Coding a 2D Game Engine in Java #15
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In this tutorial, I give a simple way to set up a dirty flag system with our render batcher. This allows us to only rebuffer data that has changed, which should save some CPU time while rendering our batches. This also allows us to control how the data gets moved around everytime a value that we have interest in changes.
For a more complex example of a dirty flag system, Bob Nystrom has a great article here: https://gameprogrammingpatterns.com/dirty-flag.html
Source Code: https://github.com/codingminecraft/MarioYoutube/tree/1a150881a950cdf0e2f5367db8a903ca6c79b6d4
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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/
Outro Music: https://www.bensound.com/royalty-free-music