Texture Batching | Coding a 2D Game Engine in Java #13
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In this tutorial, I go over how to add texture batching to our current batched renderer. This allows us to bind up to 16 different textures per draw call, which means that you can batch together a lot more quads with different textures for each quad. This is important, because in 2D games, you typically have a variety of assets coming from multiple files, and if you do not want a mega-spritesheet, then you need to enable multiple textures for your batched renderer.
Source Code: https://github.com/codingminecraft/MarioYoutube/tree/c115151dcb110eb5a413d1b97a7b2852a472e45f
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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