Advanced C++/Graphics Tutorial 30: Optimized Spritebatch! @makinggameswithben
Advanced C++/Graphics Tutorial 30: Optimized Spritebatch!  @makinggameswithben
Uploaded November 2014 | Updated September 2026, 2 weeks ago
Today we improve the efficiency of our spritebatch class so that it is not constantly having to call new and delete! This should give us a nice rendering boost!

Commented Source Code: dropbox.com/s/vvrtqke2ekqm1ef/BenGraphicsTut30.zip?dl=0
New level1.txt: pastebin.com/XrsfXiVG

Donate Via Paypal: goo.gl/ifsOMt

Twitter: twitter.com/ChillstepCoder
Seed Of Andromeda Channel: youtube.com/user/DubstepCoder
Seed Of Andromeda Website: seedofandromeda.com
Advanced C++/Graphics Tutorial 30: Optimized Spritebatch!Advanced C++/Graphics Tutorial 17: VSYNC, GL_VERSIONAdvanced C++/Graphics Tutorial 24: Basic Transparency!C++/Game Tutorial 16: Separate Files And Constructors!Advanced C++/Graphics Tutorial 8: GLSLProgram, Initialization Lists, extern!C++/Game Tutorial 27: new, delete, and delete[]Advanced C++/Graphics Tutorial 36: Cache-FriendlinessAdvanced C++/Graphics Tutorial 14: Maps, Binary Search, Caching!Advanced C++/Graphics Tutorial 47: Platformer Player ControlAdvanced C++/Graphics Tutorial 53: GUI class and static_castAdvanced C++/Graphics Tutorial 43: Multiple Renderers, Lazy InitAdvanced C++/Graphics Tutorial 37: ParticleEngine2D!
MakingGamesWithBen |

Advanced C++/Graphics Tutorial 30: Optimized Spritebatch!

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER