Uploaded August 2020 | Updated September 2026, 2 hours ago
This series of videos will demonstrate my progress in making a Game Engine in OpenGL.
A larger update today: I've incorporated a simple BRDF lighting approach and re-implemented normal mapping, this time with a proper tangent-space series of calculations. It's not perfect yet... but the tangents come out well on this cylinder shape, so that's a small victory.
I've also implemented spot lights and a relatively simple way to add additional lights too, which should come in handy.
Lastly, I've added in simple ship controls, which has helped me debug some issues I had with my inertia tensor calculations.
As before, this engine does not use any libraries; I'm trying to learn everything by hand here (perhaps a slightly ridiculous endeavour).
Learning Sources:
- Real-Time Rendering, 4th Edition
- learnopengl.com
- OpenGL Programming Guide (the Red Book), 9th Edition
- khronos.org/registry/OpenGL-Refpages/gl4
- Game Physics Engine Development, 2nd Edition
Other Social Media stuffs:
twitch.tv/s0llygaming
twitter.com/s0lly
instagram.com/s0lly.gaming
github.com/s0lly
patreon.com/s0lly
This series of videos will demonstrate my progress in making a Game Engine in OpenGL.
A larger update today: I've incorporated a simple BRDF lighting approach and re-implemented normal mapping, this time with a proper tangent-space series of calculations. It's not perfect yet... but the tangents come out well on this cylinder shape, so that's a small victory.
I've also implemented spot lights and a relatively simple way to add additional lights too, which should come in handy.
Lastly, I've added in simple ship controls, which has helped me debug some issues I had with my inertia tensor calculations.
As before, this engine does not use any libraries; I'm trying to learn everything by hand here (perhaps a slightly ridiculous endeavour).
Learning Sources:
- Real-Time Rendering, 4th Edition
- learnopengl.com
- OpenGL Programming Guide (the Red Book), 9th Edition
- khronos.org/registry/OpenGL-Refpages/gl4
- Game Physics Engine Development, 2nd Edition
Other Social Media stuffs:
twitch.tv/s0llygaming
twitter.com/s0lly
instagram.com/s0lly.gaming
github.com/s0lly
patreon.com/s0lly




![2D Game Engine in C++: [9] Bounding Boxes
This video demonstrates the inclusion of bounding boxes into the game engine. This is the first of a series of controls that will allow for viewing how various items are being represented in the game world.
I anticipate that there will be a number of uses for these controls, most obviously when setting up and testing collision detection. This particular switch allows me to get a sense of whether sprites are moving around the screen exactly as intended.
Its more difficult to see, but there is also a switch used for pinpointing where light sources exist. You may notice small yellow pixels at various points in the video in the middle of the torches, representing light positions. This helped me debug the issue I had in the previous video.
This video also displays a bit of new art. It definitely takes a lot of time to put together any new art assets, as Im no artist!
I will release all code on GitHub once Ive finalised the engine - and have nice looking code to boot!
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili! 2D Game Engine in C++: [9] Bounding Boxes](https://i.ytimg.com/vi/ZSL4Ky4xVYo/mqdefault.jpg)





