How OpenGL Graphics Programming Works | Coding a 2D Game Engine in Java #4

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In this tutorial, I explain the graphics pipeline, and the process of converting a list of 3D points in game world coordinates (a mesh), into a picture to display on the end-user's device. I also give a thorough explanation of how Vertex shaders and Fragment shaders work, from how they accept input, to how they are compiled and linked together. I also explain how to use VBO's, VAO's, and EBO's to pass the vertex data from the CPU to the GPU. This is all explained in light of OpenGL programming for LWJGL.

Hello Triangle OpenGL: https://learnopengl.com/Getting-started/Hello-Triangle
Thin Matrix: https://www.youtube.com/watch?v=WMiggUPst-Q&list=PLRIWtICgwaX0u7Rf9zkZhLoLuZVfUksDP&index=2
Book of Shaders: https://thebookofshaders.com/

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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

Outro Music: https://www.bensound.com/royalty-free-music







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