Uploaded August 2020 | Updated September 2026, 2 hours ago
This series of videos will demonstrate my progress in making a Game Engine in OpenGL.
I've been spending a bit more time trying to figure out better atmospheric effects. I came across this very helpful article, developer.nvidia.com/gpugems/gpugems2/part-ii-shading-lighting-and-shadows/chapter-16-accurate-atmospheric-scattering, and a shadertoy that implements the article's code (shadertoy.com/view/lslXDr) which I've made a few adjustments to to get to the effects in this video.
This will probably look even better with HDR once I get to implementing that (at some point!).
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
- Foundations of Game Engine Development (Book Series)
- OpenGL 4 Shading Language Cookbook, 3rd Edition
- Game Engine Architecture, 3rd 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.
I've been spending a bit more time trying to figure out better atmospheric effects. I came across this very helpful article, developer.nvidia.com/gpugems/gpugems2/part-ii-shading-lighting-and-shadows/chapter-16-accurate-atmospheric-scattering, and a shadertoy that implements the article's code (shadertoy.com/view/lslXDr) which I've made a few adjustments to to get to the effects in this video.
This will probably look even better with HDR once I get to implementing that (at some point!).
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
- Foundations of Game Engine Development (Book Series)
- OpenGL 4 Shading Language Cookbook, 3rd Edition
- Game Engine Architecture, 3rd 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++: [3] Camera Rotation / Zooming
This video shows camera rotation and scaling.
The game now simply calls one function to draw sprites, where game objects rotation, scaling, and translation is taken into account as well as camera rotation, zoom, and location.
This should dramatically help coding up a wide array of 2D games, as a good chunk of graphics logic will already be allowed for.
Next, Ill look to draw sprites at different depths, to give a mock 3D effect to the drawing routine.
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++: [3] Camera Rotation / Zooming](https://i.ytimg.com/vi/oP6FNbgRLHg/mqdefault.jpg)



