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Cherno

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Cherno

文章目录
  • 1~16
  • 17~43
  • 44~73
  • 74~100
  • 101~
  • 1. Introducing the GAME ENGINE series!
  • 2. What is a GAME ENGINE
  • 3. DESIGNING our GAME ENGINE
  • 4. Project Setup Game Engine Series
  • 5. Entry Point Game Engine Series
  • 6. Logging Game Engine Series
  • 7. Premake Game Engine Series
  • 8. Planning the Event System Game Engine series
  • 9. Event System Game Engine series
  • 10. Precompiled Headers Game Engine series
  • 11. Window Abstraction and GLFW Game Engine series
  • 12. Window Events Game Engine series
  • 13. Layers Game Engine series
  • 14. Modern OpenGL (Glad) Game Engine series
  • 15. ImGui Game Engine series
  • 16. ImGui Events Game Engine series
  • 17. GitHub and Hazel Game Engine series
  • 18. Pull Requests Game Engine series
  • 19. Input Polling Game Engine series
  • 20. Key and Mouse Codes Game Engine series
  • 21. Maths Game Engine series
  • 22. ImGui Docking and Viewports Game Engine series
  • 23. Introduction to Rendering Game Engine series
  • 24. Rendering Architecture Game Engine series
  • 25. Rendering and Maintenance Game Engine series
  • 26. Static Libraries and ZERO Warnings Game Engine series
  • 27. Rendering Context Game Engine series
  • 28. Our First Triangle! Game Engine series
  • 29. OpenGL Shaders Game Engine series
  • 30. Renderer API Abstraction Game Engine series
  • 31. Vertex Buffer Layouts Game Engine series
  • 32. Vertex Arrays Game Engine series
  • 33. Renderer Flow and Submission Game Engine series
  • 34. CAMERAS and How They Work Game Engine series
  • 35. Creating an Orthographic Camera Game Engine series
  • 36. Moving to Sandbox Game Engine series
  • 37. TIMESTEPS and DELTA TIME Game Engine series
  • 38. Transforms Game Engine series
  • 39. Material Systems Game Engine series
  • 40. Shader Abstraction and Uniforms Game Engine series
  • 41. Refs, Scopes and Smart Pointers Game Engine series
  • 42. TEXTURES Game Engine series
  • 43. BLENDING Game Engine series
  • 44. Shader Asset Files Game Engine series
  • 45. Shader Library Game Engine series
  • 46. How to Build a 2D Renderer Game Engine series
  • 47. Camera Controllers Game Engine series
  • 48. Resizing Game Engine series
  • 49. Maintenance Game Engine series
  • 50. Preparing for 2D Rendering Game Engine series
  • 51. Starting our 2D Renderer Game Engine series
  • 52. 2D Renderer Transforms Game Engine series
  • 53. 2D Renderer Textures Game Engine series
  • 54. Single Shader 2D Renderer Game Engine series
  • 55. Intro to Profiling Game Engine series
  • 56. Instrumentation Game Engine series
  • SP. Making a GAME in ONE HOUR using MY ENGINE
  • 57. Improving our 2D Rendering API Game Engine series
  • 58. How I Made a Game in an Hour Using Hazel
  • 59. Hazel 2020
  • 60. Batch Rendering
  • 61. Batch Rendering Textures (+ Debugging!)
  • 62. Drawing Rotated Quads
  • 63. Renderer Stats and Batch Improvements
  • 64. Testing Hazel's Performance!
  • 65. Let's Make Something in Hazel!
  • 66. How Sprite Sheets Texture Atlases Work
  • 67. SubTextures - Creating a Sprite Sheet API
  • 68. Creating a Map of Tiles
  • 69. Next Steps + Dockspace Game Engine series
  • 70. Framebuffers Game Engine series
  • 71. Making a New C++ Project in Hazel Game Engine series
  • 72. Scene Viewport Game Engine series
  • 73. Code Review + ImGui Layer Events Game Engine series
  • 74. Where to go next + Code Review Game Engine series
  • 75. Entity Component System Game Engine series
  • 76. Intro to EnTT (ECS) Game Engine series
  • 77. Entities and Components Game Engine series
  • 78. The ENTITY Class Game Engine series
  • 79. Camera Systems Game Engine series
  • 80. Scene Camera Game Engine series
  • 81. Native Scripting Game Engine series
  • 82. Native Scripting (now with virtual functions!)
  • 83. Scene Hierarchy Panel Game Engine series
  • 84. Properties Panel Game Engine series
  • 85. Camera Component UI
  • 86. Drawing Component UI
  • 87. Transform Component UI
  • 88. Adding Removing Entities and Components UI
  • 89. Making the Hazelnut Editor Look Good!
  • 90. Saving and Loading Scenes!
  • 91. Open Save File Dialogs
  • 92. Transformation Gizmos
  • 93. Editor Camera
  • 94. Multiple Render Targets and Framebuffer Refactor
  • 95. Preparing Framebuffers for Mouse Picking
  • 96. Clearing Framebuffer Texture Attachments + Git Branching
  • 97. Mouse Picking
  • 98. Clicking to Select Entities
  • 99. SPIR-V and the New Shader System

1~16

https://blog.csdn.net/weixin_47652005/article/details/123303546

17~43

https://blog.csdn.net/weixin_47652005/article/details/123641771

44~73

https://blog.csdn.net/weixin_47652005/article/details/123716108

74~100

https://blog.csdn.net/weixin_47652005/article/details/123860841

101~

https://blog.csdn.net/weixin_47652005/article/details/124082759

1. Introducing the GAME ENGINE series! 2. What is a GAME ENGINE 3. DESIGNING our GAME ENGINE 4. Project Setup Game Engine Series 5. Entry Point Game Engine Series 6. Logging Game Engine Series 7. Premake Game Engine Series 8. Planning the Event System Game Engine series 9. Event System Game Engine series 10. Precompiled Headers Game Engine series 11. Window Abstraction and GLFW Game Engine series 12. Window Events Game Engine series 13. Layers Game Engine series 14. Modern OpenGL (Glad) Game Engine series 15. ImGui Game Engine series 16. ImGui Events Game Engine series 17. GitHub and Hazel Game Engine series 18. Pull Requests Game Engine series 19. Input Polling Game Engine series 20. Key and Mouse Codes Game Engine series 21. Maths Game Engine series 22. ImGui Docking and Viewports Game Engine series 23. Introduction to Rendering Game Engine series 24. Rendering Architecture Game Engine series 25. Rendering and Maintenance Game Engine series 26. Static Libraries and ZERO Warnings Game Engine series 27. Rendering Context Game Engine series 28. Our First Triangle! Game Engine series 29. OpenGL Shaders Game Engine series 30. Renderer API Abstraction Game Engine series 31. Vertex Buffer Layouts Game Engine series 32. Vertex Arrays Game Engine series 33. Renderer Flow and Submission Game Engine series 34. CAMERAS and How They Work Game Engine series 35. Creating an Orthographic Camera Game Engine series 36. Moving to Sandbox Game Engine series 37. TIMESTEPS and DELTA TIME Game Engine series 38. Transforms Game Engine series 39. Material Systems Game Engine series 40. Shader Abstraction and Uniforms Game Engine series 41. Refs, Scopes and Smart Pointers Game Engine series 42. TEXTURES Game Engine series 43. BLENDING Game Engine series 44. Shader Asset Files Game Engine series 45. Shader Library Game Engine series 46. How to Build a 2D Renderer Game Engine series 47. Camera Controllers Game Engine series 48. Resizing Game Engine series 49. Maintenance Game Engine series 50. Preparing for 2D Rendering Game Engine series 51. Starting our 2D Renderer Game Engine series 52. 2D Renderer Transforms Game Engine series 53. 2D Renderer Textures Game Engine series 54. Single Shader 2D Renderer Game Engine series 55. Intro to Profiling Game Engine series 56. Instrumentation Game Engine series SP. Making a GAME in ONE HOUR using MY ENGINE 57. Improving our 2D Rendering API Game Engine series 58. How I Made a Game in an Hour Using Hazel 59. Hazel 2020 60. Batch Rendering 61. Batch Rendering Textures (+ Debugging!) 62. Drawing Rotated Quads 63. Renderer Stats and Batch Improvements 64. Testing Hazel’s Performance! 65. Let’s Make Something in Hazel! 66. How Sprite Sheets Texture Atlases Work 67. SubTextures - Creating a Sprite Sheet API 68. Creating a Map of Tiles 69. Next Steps + Dockspace Game Engine series 70. Framebuffers Game Engine series 71. Making a New C++ Project in Hazel Game Engine series 72. Scene Viewport Game Engine series 73. Code Review + ImGui Layer Events Game Engine series 74. Where to go next + Code Review Game Engine series 75. Entity Component System Game Engine series 76. Intro to EnTT (ECS) Game Engine series 77. Entities and Components Game Engine series 78. The ENTITY Class Game Engine series 79. Camera Systems Game Engine series 80. Scene Camera Game Engine series 81. Native Scripting Game Engine series 82. Native Scripting (now with virtual functions!) 83. Scene Hierarchy Panel Game Engine series 84. Properties Panel Game Engine series 85. Camera Component UI 86. Drawing Component UI 87. Transform Component UI 88. Adding Removing Entities and Components UI 89. Making the Hazelnut Editor Look Good! 90. Saving and Loading Scenes! 91. Open Save File Dialogs 92. Transformation Gizmos 93. Editor Camera 94. Multiple Render Targets and Framebuffer Refactor 95. Preparing Framebuffers for Mouse Picking 96. Clearing Framebuffer Texture Attachments + Git Branching 97. Mouse Picking 98. Clicking to Select Entities 99. SPIR-V and the New Shader System
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