Game Engine 16: Planet-Bound Camera @s0lly
Game Engine 16: Planet-Bound Camera  @s0lly
Uploaded September 2020 | Updated September 2026, 2 hours ago
This series of videos will demonstrate my progress in making a Game Engine in OpenGL.


This video demonstrates a relatively simple planet-bound camera. I.e. if you had to "walk around" the planet, you're head would always point towards the sky / feet towards the core of the planet. I do this by simply rotating the camera each frame to account for player movement - makes for quite a stark visual effect (extra moons for kicks).


The writing it the top left corner is my first attempts at a profiler as described in the Handmade Hero series. I really like Casey's approach there, which allows you to print out function names and individual / aggregated frame statistics about each function's impact. The info currently corresponds to "function name / # times called / cycles spent in function". I'll be developing that out further as we progress on the engine!


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
- Handmade Hero YouTube series by Casey Muratori




Other Social Media stuffs:

twitch.tv/s0llygaming
twitter.com/s0lly
instagram.com/s0lly.gaming
github.com/s0lly
patreon.com/s0lly
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Game Engine 16: Planet-Bound Camera

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