Uploaded November 2020 | Updated September 2026, 2 hours ago
This series of videos will demonstrate my progress in making a Game Engine in OpenGL.
This video introduces (in a not-too-pretty way) what will be a key component to the game: drones. I won't elaborate much on where this is going for now, but I can say that this game is going in the direction of the "action / rts" style that was originally explored by the game "Battlezone" in the '90s. To my knowledge, there haven't really been many games that combine those genres since (if any). That's all I'll let on for now... ;p Hope you enjoy.
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
- shadertoy.com
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.
This video introduces (in a not-too-pretty way) what will be a key component to the game: drones. I won't elaborate much on where this is going for now, but I can say that this game is going in the direction of the "action / rts" style that was originally explored by the game "Battlezone" in the '90s. To my knowledge, there haven't really been many games that combine those genres since (if any). That's all I'll let on for now... ;p Hope you enjoy.
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
- shadertoy.com
Other Social Media stuffs:
twitch.tv/s0llygaming
twitter.com/s0lly
instagram.com/s0lly.gaming
github.com/s0lly
patreon.com/s0lly



![Pseudo 3D Graphics Engine! [v2 - Sprite Animation]
This update allows for simple animation of sprites. This is purely a testing environment that Ive set up for a walking animation that can easily be applied to the various in-game characters. As this is my first deep-dive into creating an easy to use animation code base, Im being quite careful in setting it up in such a way that will allow me to easily update in the future.
My approach here has been to create a very simple template 8x8 sprite sheet that would have, on its two dimensions, different walking animations by different points of view. So, we have an 8 frame animation that can be seen from 8 different angles (in front, behind, from the side, and diagonally on).
The arrow on the sprite represents the direction of the sprite that the player would see, given the sprites point of direction relative to the player.
The red boxes that update once every few frames run from 1 to 8, representing the 8 different frames of animation - in this case, the animation would be walking, but Ill look to allow for different types of animation - e.g. fighting.
This seems to be working quite well. In this example, the animation routine and sprite sheet for each character can be uniquely customised - Ive simply set it to be identical in style and timing to make things a bit simpler for now. Has a strange vibe to it!
Hope you enjoy - as always, any comments or questions, please let me know! Pseudo 3D Graphics Engine! [v2 - Sprite Animation]](https://i.ytimg.com/vi/zElCAKdUlOg/mqdefault.jpg)



