Uploaded July 2020 | Updated September 2026, 2 hours ago
This series of videos will demonstrate my progress in making a Game Engine in OpenGL.
This video showcases the use of particles using additive blending.
I've used a pretty inefficient approach here, simply for demonstrating the effect, where I use a full sphere model for each particle. This should be processed as a point or a simple quad!
I'd also look to fading out each particle as the distance to the center of the particle increases. That'd provide some really nice smoothing in the scene. Definitely something to look into, that would be easy to implement using a premade light-styled image for the quad.
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: fantastic book (so far, I'm still on chapter 7!), brilliant for theory, much easier to get into than its intimidating look would suggest
- learnopengl.com : Really helpful resource to understand concepts and related code, a little tricky if you don't use the same libraries as they do
- OpenGL Programming Guide (the Red Book), 9th Edition
- khronos.org/registry/OpenGL-Refpages/gl4 : massive use of the OpenGL reference site, of course!
- 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.
This video showcases the use of particles using additive blending.
I've used a pretty inefficient approach here, simply for demonstrating the effect, where I use a full sphere model for each particle. This should be processed as a point or a simple quad!
I'd also look to fading out each particle as the distance to the center of the particle increases. That'd provide some really nice smoothing in the scene. Definitely something to look into, that would be easy to implement using a premade light-styled image for the quad.
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: fantastic book (so far, I'm still on chapter 7!), brilliant for theory, much easier to get into than its intimidating look would suggest
- learnopengl.com : Really helpful resource to understand concepts and related code, a little tricky if you don't use the same libraries as they do
- OpenGL Programming Guide (the Red Book), 9th Edition
- khronos.org/registry/OpenGL-Refpages/gl4 : massive use of the OpenGL reference site, of course!
- 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


![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)



