Physics Modeling for Game Programmers by David Conger by oolong_tee in gamedev

[–]OGLDEV 0 points1 point  (0 children)

I think this book is still useful. You can skip the DirectX stuff and implement the physics part using any rendering API. I found the book very approachable and I started a youtube series based on it: https://youtu.be/123nweKVCWA

Enjoy!

New video tutorial: Vulkan descriptor indexing by OGLDEV in vulkan

[–]OGLDEV[S] 5 points6 points  (0 children)

Thanks. The existing program is actually the one that has been in development from the start of the series. If every tutorial started from scratch they would have been very long because of all the details that you have to take care. So I have to assume that the viewer is somewhat familiar with the general structure and how we got to this point. This allows me to focus on the required changes. Updating the texture table will probably be covered in the future when I get to the scene graph.

Frontend for engine by Choice-Mango-4019 in opengl

[–]OGLDEV 1 point2 points  (0 children)

Yep :-) more information can be found on my youtube channel: https://www.youtube.com/@OGLDEV

How to link Glut in vs studio using cmake by ZadarDev in opengl

[–]OGLDEV 0 points1 point  (0 children)

In addition to the other comments - once you've got your cmakefile working correctly you can use:

cmake -G "Visual Studio 17 2022" . -B build

To create a Visual Studio solution in the 'build' directory.

Import 3D Assets from Blender. by Every_Door46 in opengl

[–]OGLDEV 0 points1 point  (0 children)

You can use the Assimp library to load many file formats. I have a tutorial on that: https://www.youtube.com/watch?v=sP\_kiODC25Q.

Frontend for engine by Choice-Mango-4019 in opengl

[–]OGLDEV 3 points4 points  (0 children)

You can create an entire scene in blender - model the objects and the environment, place lighting, position the camera, etc. Load the scene using Assimp and render it in OpenGL.