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 springs-based physics on particles. The number at the top right hand corner represents the number of pairs of forces being applied every frame.
As all particles effect each other by pulling and pushing all other particles using (invisible) spring-like mechanics, the rest state for the system lands up being an outer shell of a sphere. Looks pretty cool!
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.
This video showcases the use of springs-based physics on particles. The number at the top right hand corner represents the number of pairs of forces being applied every frame.
As all particles effect each other by pulling and pushing all other particles using (invisible) spring-like mechanics, the rest state for the system lands up being an outer shell of a sphere. Looks pretty cool!
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










