LWJGL, Batching, and Font Rendering | Cocoa Engine Devlog #3

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In this episode, I discuss some of the changes I've been making to the engine, mainly switching to LWJGL for the Java development, and then the process I have been going through to implement batching for the renderer. I also go through some of the technicalities of rendering text using OpenGL and AWT. To do this, I create a bitmap using AWT, then use that bitmap to texture several quads with text written on them and project it to the window.

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

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




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Tags:
gameswithgabe
games with gabe
jade
game devlog
game development
game engine
lwjgl
opengl
font rendering
lwjgl font rendering
batching
opengl batching
game engine development
java game engine
java lwjgl game engine
games from scratch