Uploaded August 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 rigid bodies.
Rigid bodies are a more complicated entity than the particles being used before, as we now need to taking into account how forces affect the orientation / rotation of those bodies instead of only worrying about their change in position over time. This will depend on where the forces interact with the body in question.
The springs are visualized, so it should be easy to see what is going on in the underlying physics.
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 rigid bodies.
Rigid bodies are a more complicated entity than the particles being used before, as we now need to taking into account how forces affect the orientation / rotation of those bodies instead of only worrying about their change in position over time. This will depend on where the forces interact with the body in question.
The springs are visualized, so it should be easy to see what is going on in the underlying physics.
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


![2D Game Engine in C++: [7] Lighting
This video expands the engine by adding in lighting - something that Ive been quite interested in ever since my first attempt at lighting in my Dungeons and Flagons game.
LightSources can be owned by GameObjects, which makes for implementing lighting around the game world quite easy.
Ive also been playing around with 2D normal maps, which will be demonstrated in the next video. It makes for quite the visual effect, particularly when the depth calculations are included!
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++: [7] Lighting](https://i.ytimg.com/vi/LWs6klgHhd4/mqdefault.jpg)







