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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...
Смотрите видео Coding Gizmos | Coding a 2D Game Engine in Java #34 онлайн без регистрации, длительностью часов минут секунд в хорошем качестве. Это видео добавил пользователь GamesWithGabe 24 Октябрь 2020, не забудьте поделиться им ссылкой с друзьями и знакомыми, на нашем сайте его посмотрели 4,306 раз и оно понравилось 144 людям.