Welcome to the official getIntoGameDev github repo!
https://youtu.be/k7Lkj-88F-A?si=Jke6N8OGJeZAmGKH
I'm currently organising these folders to improve readability and reduce file duplication. From time to time a link for a video may fail, this could either be because the resource exists but has been moved, or is so out of date that it's been completely purged.
Models and Textures used in the demos. If you open a project and it complains about not having something, this is a good place to look. Some resources have the same names (eg. skyboxes), and so some digging around is required.
As a convencience, headers for common libraries such as GLFW and GLM etc. are in here.
Graphics API-specific tutorials.
TODO: Re-examine/write markdown tutorials for
- OpenGL Shader Programming
- Uniform Blocks and UBOs
- Functions
- Subroutines
- Cel Shading
- Particles with Geometry Shaders
- Silhouette Effect
- Curve Tesselation
- Quad Tesselation
- Bezier Surfaces
- Blur
- PyOpenGL 2022
- Window
- Triangle
- Textures
- Transformations
- Loading Obj Models
- Blinn Phong Lighting
- Billboards
- Multiple Shaders
- Advanced Materials
- Framebuffers and Postprocessing
- CRT Effect
- Text
- Reflections
- Bloom
- Vertex Buffer Lumping
- Image Array Layers
- Shader Automation
- Let's make a Buffer!
- Skybox
- Shadows
- Stencil Buffer
- Instanced Rendering
- Deferred Shading
- Screen Space Ambient Occlusion
- PyOpenGL 2024
- hello Window
- shaders
- triangles
- PyVulkan
- loading the library
- Instance
- Validation layers
- physical device
- queue families
- logical devices
- window surface creation
- swapchain creation
- image views
- SPIR-V files
- Graphics Pipeline
- Rendering
- Frames in Flight
- Push Constants
- Swapchain Recreation
- Vertex Buffers
- Multiple Meshes
- High Performance Memory
- Uniform Buffer Objects
- Storage Buffers
- Textures
- Indexed Rendering
- Vulkan
- App Structure
- Instance
- Validation Layers
- Physical device
- Logical device
- surface
- swapchain
- image views
- shaders
- command Buffers
- spirv compilation
- synchronization
- multithreaded Rendering
- frames in Flight
- swapchain Recreation
- vertex Buffers
- staging Buffers
- descriptor set layout
- pipeline layout
- compute Shader
- descriptor pools and sets
- storage images
- compute shader clear Screen
- storage Buffers
- triangle edges
- barycentric coordinates
- fragment shader emulation
- depth Buffer
- atomic image operations
- Vulkan 2022
- loading the library
- Instance
- Validation layers
- physical device
- queue families
- logical devices
- window surface creation
- swapchain creation
- image views
- SPIR-V files
- Graphics Pipeline
- Rendering
- Frames in Flight
- Push Constants
- Swapchain Recreation
- Vertex Buffers
- Multiple Meshes
- High Performance Memory
- Uniform Buffer Objects
- Storage Buffers
- Textures
- Indexed Rendering
- Depth Buffering
- Obj Models
- Directional Lighting
- Cubemaps
- Multithreaded Job system
- Buffer Suballocation
- Mipmaps
- Multisampling
- Compute Shader Raytracing: Single sphere
- Compute Shader Raytracing: No renderpass
- Compute Shader Raytracing: Many Spheres
Take a walk on the wild side.
Tutorials which either could be used to build an engine, or demonstrate particularly well designed systems.
Nothing here, yet.
Practical applications of topics. You can expand on these to make your own stuff!
It's just neat!
An often overlooked aspect of game development. High quality tools make high quality games. I personally use PyQT for all my tool engineering, being a good combination of stable and expressive.