Coding Gizmos | Coding a 2D Game Engine in Java #34

Published: 24 October 2020
on channel: GamesWithGabe
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In this episode I go over how to create the basis for a gizmo system and how to set up the drawing of the gizmo over the active game object. This requires adding a rotation value to the Transform class, tweaking the batched renderer, modifying the serialization, and then finally creating the Translate Gizmo class. In the next episode I will go over how to add the functionality to the translate gizmo.

Gizmos.png: https://github.com/codingminecraft/Ma...
Source Code: https://github.com/codingminecraft/Ma...

0:00 Intro
1:07 How the the Gizmo System Works
3:58 Coding the Gizmo System

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Website: https://ambrosiogabe.github.io/
Github: https://github.com/ambrosiogabe

Here are some books I recommend if you want to learn about game engine development more thoroughly. I do not profit off any of these sales, these are just some books that have helped me out :)

My Recommended Game Engine Books:
Game Engine Architecture: https://www.gameenginebook.com/
Game Physics Cookbook (Read this before the next physics book): https://www.amazon.com/Game-Physics-C...
Game Physics (Ian Millington): https://www.amazon.com/Game-Physics-E...
Game Programming Patterns (Free): https://gameprogrammingpatterns.com/

My Recommended Beginning Game Programming Books:
JavaScript Game Design: https://www.apress.com/gp/book/978143...

My Recommended Java Books:
Data Structures/Algorithms: https://www.amazon.com/Data-Structure...
LWJGL (Free, but I haven't read this thoroughly): https://lwjglgamedev.gitbooks.io/3d-g...


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