Framebuffers in OpenGL | Coding a 2D Game Engine in Java #27
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What are framebuffers? In this episode I explain what a framebuffer is, some of it's common use cases (most commonly used for deferred rendering), and how we can set up and use one for our own scene. The reason we will be using a framebuffer at first is so that we can render our scene to a texture, and then render that texture using an ImGui window. This will help us when we begin to integrate ImGui's docking feature.
Source Code: https://github.com/codingminecraft/MarioYoutube/tree/a36fc533f0a30d04b0e569b65eeba80a06c3663a
0:00 Intro
1:02 What are Framebuffers?
7:26 Coding the Framebuffer
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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