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Raycasting #56 | Monster Animation System
The Hello World Guy
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200 видео с канала:
The Hello World Guy
Raycasting #56 | Monster Animation System
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Raycasting #55 | Better Sprite System
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Raycasting #54 | Dynamic Window Resizing
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Raycasting #53 | Interactive Things Behavior
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Raycasting in C++ #52 | 3D Sound System!!!
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Raycasting in C++ #51 | Animation System!
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Raycasting in C++ #50 | Shooting Part 2
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Raycasting in C++ #49 | Shooting Part 1
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Raycasting in C++ #48 | Mouse Control
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Raycasting in C++ #47 | Directional Sprites
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Raycasting in C++ #46 | Adding and Removing Things
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Raycasting in C++ #45 | Dynamic Things Editing
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Raycasting in C++ #44 | Loading and Saving Things
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Raycasting in C++ #43 | Dynamic Blockmap Collision
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Raycasting in C++ #42 | Game Mode and Upadate
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Raycasting in C++ #41 | Creating the Game Class
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Raycasting in C++ #40 | Refactoring the Player Class
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Raycasting in C++ #39 | Collision against Sprites
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Raycasting in C++ #38 | Improving our Engine
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Raycasting in C++ #37 | Fixing Collision Issues
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What's Next?
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Recreating Doom #40 | Animated Flats
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Recreating Doom #39 | Fixing Sector Rendering
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Recreating Doom #38 | Refactoring our Renderer
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Recreating Doom #37 | Sky Rendering with Cubemaps
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Recreating Doom #36 | Reading the BSP Tree
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Recreating Doom #35 | More Texture Fixes
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Recreating Doom #34 | Fixing Incorrect Textures
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Recreating Doom #33 | Multiple Palettes
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Recreating Doom #32 | Texture Array Optimizations
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Recreating Doom #31 | Optimized Flat Rendering
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Dynamic Arrays in C
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Recreating Doom #30 | BSP for Finding Sectors
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Recreating Doom #29 | Fixing Memory Issues
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Recreating Doom #28 | Player Spawning and Movement
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Recreating Doom #27 | Fixing Texturing Problems
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Recreating Doom #26 | Lighting and Bugfixes
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Recreating Doom #25 | Texturing Portal Walls
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Recreating Doom #24 | Fixing Wall Textures
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Recreating Doom #23 | Solid Wall Textures
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Recreating Doom #22 | Reorganizing our Renderer
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Recreating Doom #21 | Generating Wall Textures
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Recreating Doom #20 | Texture Patch Loading
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Recreating Doom #19 | Optimizing Texturing
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Recreating Doom #18 | Flat Textures Part 2
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Recreating Doom #17 | Flat Textures Part 1
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Recreating Doom #16 | Loading DooM Palettes
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Recreating Doom #15 | Fixes and Refactoring
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Recreating Doom #14 | Floor and Ceiling Rendering
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Recreating Doom #13 | Reading GL data
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Recreating Doom #12 | Introduction to GL-nodes
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Recreating Doom #11 | 3D Portal Wall Rendering
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Recreating Doom #10 | 3D Wall Rendering Part 2
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Recreating Doom #9 | 3D Wall Rendering Part 1
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Recreating Doom #8 | Input and Flying Camera
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Recreating Doom #7 | Setting up 3D Rendering
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Recreating Doom #6 | Refactoring the Renderer
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Recreating Doom #5 | Reading Map Data Part 2
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Recreating Doom #4 | Reading Map Data Part 1
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Recreating Doom #3 | Loading WAD Files
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Recreating Doom #2 | 2D Renderer
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Remaking Doom with Fully-3D OpenGL | Setting Up
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Raycasting in C++ #36 | TEXTURED SPRITES + finalizing
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Raycasting in C++ #35 | Sprite Rendering
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Raycasting in C++ #34 | Collision Detection
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Raycasting in C++ #33 | Map Loading and Saving
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Raycasting in C++ #32 | Layered Maps Editing Functionality
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Raycasting in C++ #31 | Layered Maps for Variable Floors and Ceilings
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Raycasting in C++ #30 | Better UI w/ File Dialogs
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Raycasting in C++ #29 | Multi-texture Maps!
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Raycasting in C++ #28 | Map Loading and Saving
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Raycasting in C++ #27 | GUI Integration with ImGui
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Raycasting in C++ #26 | Realtime Map Editing
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Raycasting in C++ #25 | Editor Panning and Zooming
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Raycasting in C++ #24 | Starting Editor Implementation
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Raycasting in C++ #23 | Adding Sky Rendering
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Raycasting in C++ #22 | Optimizing our Rendering
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Raycasting in C++ #21 | Textured Floor!
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Raycasting in C++ #20 | DDA with Textures
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Raycasting in C++ #19 | Improved Raycasting Algorithm
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Raycasting in C++ #18 | Graphics Effects with Textures
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Raycasting in C++ #17 | Finalizing Textured Walls
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Raycasting in C++ #16 | Textured Walls
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Raycasting in C++ #15 | Adding Fog Effect
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Raycasting in C++ #14 | Loading map from File
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Raycasting in C++ #13 | Floor and Sky Drawing!
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Raycasting in C++ #12 | Improving 3D Rendering
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Raycasting in C++ #11 | Rendering 3D Scene
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Raycasting in C++ #10 | Casting Multiple Rays
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Raycasting in C++ #9 | Finalizing Raycasting
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Raycasting in C++ #8 | Raycasting Algorithm Part 2
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Raycasting in C++ #7 | Raycasting Algorithm Part 2
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Raycasting in C++ #6 | Raycasting Algorithm Part 1
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Raycasting in C++ #5 | Finalizing Player Movement
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Raycasting in C++ #4 | Player-drawing Functionality
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Raycasting in C++ #3 | Map-drawing Functionality
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Raycasting in C++ #2 | Makefile and Map Class
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Raycasting in C++ #1 | Setting Up the Basics
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OpenGL Shader Implementation | Getting Started
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Android Breakout Game C++ | Renderer Class
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Game Class and Update Loop | Getting Started
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Android Game Development | Getting Started
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Android Game Development in C++ with AGDK | Setup
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Asteroids Game C++ | Finishing and Wrapping up
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Asteroids Game #22 | High Score System
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Asteroids Game #21 | Main Menu UI
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Asteroids Game #20 | Game Over Screen UI
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Asteroids Game #19 | Player Collision & Game Over
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Asteroids Game in C++ #18 | Fixing Sound Bug
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Asteroids Game in C++ #17 | Polygon Intersection with SAT
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Asteroids Game in C++ #16 | Implementing Base Driver for Polygon Intersection
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Asteroids Game in C++ #15 | Sound Effects
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Asteroids Game in C++ #14 | Player Points and UI
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Asteroids Game in C++ #13 | Physics Refactoring
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Asteroids Game in C++ #12 | Bullet-Asteroid Collisions
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Asteroids Game in C++ #11 | Code Organization
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Asteroids Game in C++ #10 | Asteroid Spawning
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Asteroids Game in C++ #9 | Asteroid Randomization
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Asteroids Game in C++ #8 | Asteroid Movement
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Asteroids Game in C++ #7 | Rendering the Asteroids
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Asteroids Game in C++ #6 | Bugfixing!
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C++ Asteroids Game # 5 | Limiting Rate of Fire + Optimize
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Shooting Bullets with Entity System | Asteroids #4
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Adding Life with Player Movement | Asteroids #3
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Implementing the Player Drawing | Asteroids #2
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Asteroids Game with C++ & SFML | Part 1: Project Setup
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Game Over! Implementing Player Victory in Pygame Pong 🏓🎉
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Code Refinement: Organizing with Modules and Classes! 🧩🎮
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Scoring Success: Implementing Player Scores and UI in Python!
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Python Pong Game: Ball Collision Detection! 🎮🏓
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Python Pong: Ball Direction on Player Impact! 🏓🔄
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Python Pong Game: Collision Detection! 🚀🏓
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Python Pong Game: Adding Life with the Ball! 🏓
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Creating Pong in Pygame: Mastering Player Movement
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Pygame Essentials: Window and Shapes Creation
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Mastering Illumination: Finalizing Lighting in 3D Graphics
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FBX Lighting with Assimp: Reading Light Data Tutorial
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Illuminating Realms: Shader Magic for Multiple Lights
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Source Control: Mastering GitHub Integration with Visual Studio
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Code Refinement & File Flexibility using Command-Line Args
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Material Mastery: Unleashing the Power of Assimp for Mesh-Perfection
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Crafting Realism: Building a Basic OpenGL Material System
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Finalizing 3D Phong Lighting in OpenGL | Diffuse and Specular
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Mastering 3D Lighting: Phong Illumination #1: Ambient Lighting
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Mastering OpenGL: Illuminating the Path with Vertex Normals
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Finalizing the Adventure: Improved Interactivity with UnityEvents
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Beautiful Environments: Animation + more | Advanced Platformer #11
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Stunning Environments using Tilemaps | Advanced Platformer #10
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INTERACTIVE SWITCHES with Raycasts | Advanced Platformer #9
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Building Interactivity: Interactive Switches | Advanced Platformer #8
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Code Cleanup and Preparing for Interactivity | Advanced Platformer #7
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Weapon Perfection: Fixing Issues | Advanced Platformer #6
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Creating a Weapon: Aiming at the Mouse | Advanced Platformer #5
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Controller for Perfect Character Animation | Advanced Platformer #4
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Dynamic Animation Clips for Our Character | Advanced Platformer #3
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Jumping and Ground Check | Advanced 2D Platformer #2
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Creating Smooth Movement | Advanced 2D Platformer
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Advanced Platformer in Unity | Introduction
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Mesh Interpretation with Assimp: Bringing 3D Models to Life
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Model Loading with Assimp | OpenGL 3D Renderer #14
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Model Class | OpenGL 3D Renderer #15
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GLSL Shaders in Separate Files | OpenGL 3D Renderer #12
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Objects and Transformations | OpenGL 3D Renderer #11
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Camera Movement and Interactivity | OpenGL 3D Renderer #10
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Camera Class Part 2 | OpenGL 3D Renderer #9
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Camera Class and Matrices | OpenGL 3D Renderer #8
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Shader Class and Uniforms | OpenGL 3D Renderer #7
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Creating A Mesh Claass | OpenGL 3D Renderer #6
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EBOs and Indices | OpenGL 3D Renderer #5
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Our First Triangle | OpenGL 3D Renderer #4
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Compiling GLSL Shaders | OpenGL 3D Renderer #3
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Writing GLSL Shaders | OpenGL 3D Renderer #2
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OpenGL 3D Renderer | Setup and Window Creation
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Finalizing The Adventure | SFML Advanced Game #30
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Ensuring Challenge: Implementing Mario's Defeat | SFML Advanced Game #29
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Implementing Pause Functionality | SFML Advanced Game #28
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Adding Enemy Goombas #2 | SFML Advanced Game #27
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Adding Enemy Goombas #1 | SFML Advanced Game #26
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Tile Varieties | SFML Advanced Game #25
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Crafting a UI System | SFML Advanced Game #24
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Mastering Gravity: Fixing Wall Slide Bug | SFML Advanced Game #23
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Collecting Coins: Adding Interactivity to Your Game | SFML Advanced Game #22
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Advanced Collision Information Retrieval | SFML Advanced Game #21
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Dynamic Object-Spawning System & Animated Coins | SFML Advanced Game #20
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Adding Sounds & Music | SFML Advanced Game #18
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Adding Sounds & Music | SFML Advanced Game #18
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Animation System | SFML Advanced Game #17
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Bug Fixing & Directional Facing for Mario | SFML Advanced Game #16
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Seamless Ground Detection with Box2D Sensors | SFML Advanced Game #15
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Jumping & Ground Detection | SFML Advanced Game #14
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Movement for Mario | SFML Advanced Game #13
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Debug Drawing for Box2D Physics | SFML Advanced Game #12
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Dynamic Mario & Gravity Interaction | SFML Advanced Game #11
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Creating Static Tiles with Box2D Physics | SFML Advanced Game #10
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Setting Up Box2D Physics & Frame Rate Cap | SFML Advanced Game #9
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Mario Class | SFML Advanced Game #8
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Reading Maps & Basic Camera Movement | SFML Advanced Game #7
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Drawing Dynamic Maps & Camera Positioning | SFML Advanced Game #6
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Creating Basic Map Class | SFML Advanced Game #5
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Resources System | SFML Advanced Game # 4
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Канал: The Hello World Guy
Raycasting #56 | Monster Animation System
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Raycasting #55 | Better Sprite System
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Raycasting #54 | Dynamic Window Resizing
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Raycasting #53 | Interactive Things Behavior
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Raycasting in C++ #52 | 3D Sound System!!!
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Raycasting in C++ #51 | Animation System!
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Raycasting in C++ #50 | Shooting Part 2
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Raycasting in C++ #49 | Shooting Part 1
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Raycasting in C++ #48 | Mouse Control
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Raycasting in C++ #47 | Directional Sprites
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Raycasting in C++ #46 | Adding and Removing Things
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Raycasting in C++ #45 | Dynamic Things Editing
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Raycasting in C++ #44 | Loading and Saving Things
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Raycasting in C++ #43 | Dynamic Blockmap Collision
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Raycasting in C++ #42 | Game Mode and Upadate
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Raycasting in C++ #41 | Creating the Game Class
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Raycasting in C++ #40 | Refactoring the Player Class
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Raycasting in C++ #39 | Collision against Sprites
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Raycasting in C++ #38 | Improving our Engine
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Raycasting in C++ #37 | Fixing Collision Issues
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What's Next?
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Recreating Doom #40 | Animated Flats
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Recreating Doom #39 | Fixing Sector Rendering
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Recreating Doom #38 | Refactoring our Renderer
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Recreating Doom #37 | Sky Rendering with Cubemaps
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Recreating Doom #36 | Reading the BSP Tree
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Recreating Doom #35 | More Texture Fixes
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Recreating Doom #34 | Fixing Incorrect Textures
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Recreating Doom #33 | Multiple Palettes
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Recreating Doom #32 | Texture Array Optimizations
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Recreating Doom #31 | Optimized Flat Rendering
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Dynamic Arrays in C
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Recreating Doom #30 | BSP for Finding Sectors
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Recreating Doom #29 | Fixing Memory Issues
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Recreating Doom #28 | Player Spawning and Movement
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Recreating Doom #27 | Fixing Texturing Problems
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Recreating Doom #26 | Lighting and Bugfixes
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Recreating Doom #25 | Texturing Portal Walls
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Recreating Doom #24 | Fixing Wall Textures
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Recreating Doom #23 | Solid Wall Textures
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Recreating Doom #22 | Reorganizing our Renderer
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Recreating Doom #21 | Generating Wall Textures
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Recreating Doom #20 | Texture Patch Loading
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Recreating Doom #19 | Optimizing Texturing
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Recreating Doom #18 | Flat Textures Part 2
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Recreating Doom #17 | Flat Textures Part 1
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Recreating Doom #16 | Loading DooM Palettes
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Recreating Doom #15 | Fixes and Refactoring
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Recreating Doom #14 | Floor and Ceiling Rendering
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Recreating Doom #13 | Reading GL data
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Recreating Doom #12 | Introduction to GL-nodes
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Recreating Doom #11 | 3D Portal Wall Rendering
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Recreating Doom #10 | 3D Wall Rendering Part 2
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Recreating Doom #9 | 3D Wall Rendering Part 1
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Recreating Doom #8 | Input and Flying Camera
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Recreating Doom #7 | Setting up 3D Rendering
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Recreating Doom #6 | Refactoring the Renderer
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Recreating Doom #5 | Reading Map Data Part 2
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Recreating Doom #4 | Reading Map Data Part 1
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Recreating Doom #3 | Loading WAD Files
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Recreating Doom #2 | 2D Renderer
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Remaking Doom with Fully-3D OpenGL | Setting Up
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Raycasting in C++ #36 | TEXTURED SPRITES + finalizing
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Raycasting in C++ #35 | Sprite Rendering
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Raycasting in C++ #34 | Collision Detection
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Raycasting in C++ #33 | Map Loading and Saving
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Raycasting in C++ #32 | Layered Maps Editing Functionality
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Raycasting in C++ #31 | Layered Maps for Variable Floors and Ceilings
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Raycasting in C++ #30 | Better UI w/ File Dialogs
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Raycasting in C++ #29 | Multi-texture Maps!
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Raycasting in C++ #28 | Map Loading and Saving
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Raycasting in C++ #27 | GUI Integration with ImGui
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Raycasting in C++ #26 | Realtime Map Editing
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Raycasting in C++ #25 | Editor Panning and Zooming
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Raycasting in C++ #24 | Starting Editor Implementation
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Raycasting in C++ #23 | Adding Sky Rendering
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Raycasting in C++ #22 | Optimizing our Rendering
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Raycasting in C++ #21 | Textured Floor!
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Raycasting in C++ #20 | DDA with Textures
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Raycasting in C++ #19 | Improved Raycasting Algorithm
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Raycasting in C++ #18 | Graphics Effects with Textures
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Raycasting in C++ #17 | Finalizing Textured Walls
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Raycasting in C++ #16 | Textured Walls
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Raycasting in C++ #15 | Adding Fog Effect
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Raycasting in C++ #14 | Loading map from File
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Raycasting in C++ #13 | Floor and Sky Drawing!
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Raycasting in C++ #12 | Improving 3D Rendering
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Raycasting in C++ #11 | Rendering 3D Scene
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Raycasting in C++ #10 | Casting Multiple Rays
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Raycasting in C++ #9 | Finalizing Raycasting
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Raycasting in C++ #8 | Raycasting Algorithm Part 2
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Raycasting in C++ #7 | Raycasting Algorithm Part 2
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Raycasting in C++ #6 | Raycasting Algorithm Part 1
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Raycasting in C++ #5 | Finalizing Player Movement
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Raycasting in C++ #4 | Player-drawing Functionality
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Raycasting in C++ #3 | Map-drawing Functionality
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Raycasting in C++ #2 | Makefile and Map Class
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Raycasting in C++ #1 | Setting Up the Basics
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OpenGL Shader Implementation | Getting Started
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Android Breakout Game C++ | Renderer Class
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Game Class and Update Loop | Getting Started
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Android Game Development | Getting Started
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Android Game Development in C++ with AGDK | Setup
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Asteroids Game C++ | Finishing and Wrapping up
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Asteroids Game #22 | High Score System
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Asteroids Game #21 | Main Menu UI
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Asteroids Game #20 | Game Over Screen UI
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Asteroids Game #19 | Player Collision & Game Over
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Asteroids Game in C++ #18 | Fixing Sound Bug
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Asteroids Game in C++ #17 | Polygon Intersection with SAT
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Asteroids Game in C++ #16 | Implementing Base Driver for Polygon Intersection
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Asteroids Game in C++ #15 | Sound Effects
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Asteroids Game in C++ #14 | Player Points and UI
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Asteroids Game in C++ #13 | Physics Refactoring
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Asteroids Game in C++ #12 | Bullet-Asteroid Collisions
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Asteroids Game in C++ #11 | Code Organization
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Asteroids Game in C++ #10 | Asteroid Spawning
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Asteroids Game in C++ #9 | Asteroid Randomization
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Asteroids Game in C++ #8 | Asteroid Movement
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Asteroids Game in C++ #7 | Rendering the Asteroids
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Asteroids Game in C++ #6 | Bugfixing!
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C++ Asteroids Game # 5 | Limiting Rate of Fire + Optimize
Скачать
Shooting Bullets with Entity System | Asteroids #4
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Adding Life with Player Movement | Asteroids #3
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Implementing the Player Drawing | Asteroids #2
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Asteroids Game with C++ & SFML | Part 1: Project Setup
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Game Over! Implementing Player Victory in Pygame Pong 🏓🎉
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Code Refinement: Organizing with Modules and Classes! 🧩🎮
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Scoring Success: Implementing Player Scores and UI in Python!
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Python Pong Game: Ball Collision Detection! 🎮🏓
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Python Pong: Ball Direction on Player Impact! 🏓🔄
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Python Pong Game: Collision Detection! 🚀🏓
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Python Pong Game: Adding Life with the Ball! 🏓
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Creating Pong in Pygame: Mastering Player Movement
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Pygame Essentials: Window and Shapes Creation
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Mastering Illumination: Finalizing Lighting in 3D Graphics
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FBX Lighting with Assimp: Reading Light Data Tutorial
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Illuminating Realms: Shader Magic for Multiple Lights
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Source Control: Mastering GitHub Integration with Visual Studio
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Code Refinement & File Flexibility using Command-Line Args
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Material Mastery: Unleashing the Power of Assimp for Mesh-Perfection
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Crafting Realism: Building a Basic OpenGL Material System
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Finalizing 3D Phong Lighting in OpenGL | Diffuse and Specular
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Mastering 3D Lighting: Phong Illumination #1: Ambient Lighting
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Mastering OpenGL: Illuminating the Path with Vertex Normals
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Finalizing the Adventure: Improved Interactivity with UnityEvents
Скачать
Beautiful Environments: Animation + more | Advanced Platformer #11
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Stunning Environments using Tilemaps | Advanced Platformer #10
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INTERACTIVE SWITCHES with Raycasts | Advanced Platformer #9
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Building Interactivity: Interactive Switches | Advanced Platformer #8
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Code Cleanup and Preparing for Interactivity | Advanced Platformer #7
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Weapon Perfection: Fixing Issues | Advanced Platformer #6
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Creating a Weapon: Aiming at the Mouse | Advanced Platformer #5
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Controller for Perfect Character Animation | Advanced Platformer #4
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Dynamic Animation Clips for Our Character | Advanced Platformer #3
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Jumping and Ground Check | Advanced 2D Platformer #2
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Creating Smooth Movement | Advanced 2D Platformer
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Advanced Platformer in Unity | Introduction
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Mesh Interpretation with Assimp: Bringing 3D Models to Life
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Model Loading with Assimp | OpenGL 3D Renderer #14
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Model Class | OpenGL 3D Renderer #15
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GLSL Shaders in Separate Files | OpenGL 3D Renderer #12
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Objects and Transformations | OpenGL 3D Renderer #11
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Camera Movement and Interactivity | OpenGL 3D Renderer #10
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Camera Class Part 2 | OpenGL 3D Renderer #9
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Camera Class and Matrices | OpenGL 3D Renderer #8
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Shader Class and Uniforms | OpenGL 3D Renderer #7
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Creating A Mesh Claass | OpenGL 3D Renderer #6
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EBOs and Indices | OpenGL 3D Renderer #5
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Our First Triangle | OpenGL 3D Renderer #4
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Compiling GLSL Shaders | OpenGL 3D Renderer #3
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Writing GLSL Shaders | OpenGL 3D Renderer #2
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OpenGL 3D Renderer | Setup and Window Creation
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Finalizing The Adventure | SFML Advanced Game #30
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Ensuring Challenge: Implementing Mario's Defeat | SFML Advanced Game #29
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Implementing Pause Functionality | SFML Advanced Game #28
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Adding Enemy Goombas #2 | SFML Advanced Game #27
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Adding Enemy Goombas #1 | SFML Advanced Game #26
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Tile Varieties | SFML Advanced Game #25
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Crafting a UI System | SFML Advanced Game #24
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Mastering Gravity: Fixing Wall Slide Bug | SFML Advanced Game #23
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Collecting Coins: Adding Interactivity to Your Game | SFML Advanced Game #22
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Advanced Collision Information Retrieval | SFML Advanced Game #21
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Dynamic Object-Spawning System & Animated Coins | SFML Advanced Game #20
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Adding Sounds & Music | SFML Advanced Game #18
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Adding Sounds & Music | SFML Advanced Game #18
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Animation System | SFML Advanced Game #17
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Bug Fixing & Directional Facing for Mario | SFML Advanced Game #16
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Seamless Ground Detection with Box2D Sensors | SFML Advanced Game #15
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Jumping & Ground Detection | SFML Advanced Game #14
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Movement for Mario | SFML Advanced Game #13
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Debug Drawing for Box2D Physics | SFML Advanced Game #12
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Dynamic Mario & Gravity Interaction | SFML Advanced Game #11
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Creating Static Tiles with Box2D Physics | SFML Advanced Game #10
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Setting Up Box2D Physics & Frame Rate Cap | SFML Advanced Game #9
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Mario Class | SFML Advanced Game #8
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Reading Maps & Basic Camera Movement | SFML Advanced Game #7
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Drawing Dynamic Maps & Camera Positioning | SFML Advanced Game #6
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Creating Basic Map Class | SFML Advanced Game #5
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Resources System | SFML Advanced Game # 4
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