Text Batching | Font Rendering in Java #3

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In this episode I go over the basics of how to set up a batched render using one batch. This consists of filling the batch until it can no longer contain any more quads, then flushing it to the GPU and resetting it to upload more data. This is more efficient then batched renderer systems I've made in the past because it allows the CPU to continue working while the GPU is setting up the data, instead of locking the CPU while it uploads all the data at the end of the frame.

Source Code: https://github.com/codingminecraft/FontRendering/tree/afecb31568ff53d8c743635350999ec7d98717e9

0:00 Intro
1:01 Batching Explanation
7:01 Setting up the VAO and EBO
14:11 Adding Strings to the Batch
27:10 Using the Font Renderer
31:42 Obfuscation

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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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