Olc::pixelgameengine

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olc::PixelGameEngine 2.0

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12.04.2020

I've added some significantly performance enhancing features to the olc::PixelGameEngine, as well as make it easier to port to other platforms. Source: 🤍 Patreon: 🤍 YouTube: 🤍 🤍 Discord: 🤍 Twitter: 🤍 Twitch: 🤍 GitHub: 🤍 Homepage: 🤍 Community: 🤍

olcPixelGameEngine

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09.09.2018

Introducing the olcPixelGameEngine, a powerful, cross platform, single file and simple to use game engine aimed at pixel based applications and games, which requires minimal external dependencies or setup. It could be considered a successor to the olcConsoleGameEngine. Source: 🤍 🤍 Blog: 🤍 Twitter: 🤍javidx9 Twitch: javidx9

Using olcPixelGameEngine with Visual Studio 2019

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05.01.2020

VS2019 brought in a couple of changes to how you get started with projects. I'm frequently asked how to set up a project, and so I created this video as a reference.

OLC::PixelGameEngine

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21.01.2021

Recorded and edited by the UMBC IEEE Branch. Website: 🤍 Example Code: 🤍 Email: ieee-student-org🤍umbc.edu

Absolute Beginners Guide To "olcConsoleGameEngine.h"

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11.09.2017

After a few requests for help, I thought a video guide to the programming behind the C console (command line) game engine might help. For a lot of my viewers this may be a bit of a repeat, but due to some unexpected channel growth it, I feel it might be useful to some. Source Code: 🤍 Blog: 🤍

Dungeon Mapper with olc::PixelGameEngine

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21.09.2022

This is the conclusion to my Zooming application, some bugs along the way, but it was a very good learning experience. I apologize for my poor speech cadence and tempo, as off the cuff train of the thought is not my strong suit, and my mind often goes off in random directions! Some investigation of the scrollbar, was an easy issue issue - again a problem with integer / float division. A simple weighting of the value +0.5 fixed, but now there is empty space at the end of the scroll. I would ideally wish this to work without any magic numbers weighting the value in one direction, and may revisit this routine. This is my first real fully functioning application with an accessible interface, some I plan on using it for my playthrough of Legend of Grimrock 2 to make maps for old school mode. A lot of bugs are still present, and some very simple problems have caused a large amount of headache to fix. It really highlighted the importance of a very will defined and consistent methodology to use while programming, consistent naming practices, and clean use of memory management. This source is still an absolute mess due to scope change, with a lot of convoluted logic statements, which are the biggest hurdle in determining where/why a bug is presenting. A big shoutout and thanks to 🤍javidx9 , his tutorials, the olc::PixelGameEngine and the OLC community, without which I would have probably still be struggling with how to translate abstract concepts into using code to solve real world problems.

Creating a Game Window - Using olcPixelGameEngine

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22.12.2020

olcPixelGameEngine is one of my favorites. Unity has fancy shaders/renderers/gui/etc, but it's bloated. This engine cuts right to the chase and is pretty much the best learning tool for anyone who's serious about gamedev. In this video I focus on creating a game window. Next I'll start rendering sprites. olcPixelGameEngine (repository): 🤍 OneLoneCoder: 🤍 Tutorial Playlist: 🤍 Repository: 🤍 Any questions/comments? Join us on discord: 🤍 Empty project: (0:00) Installing olcPixelGameEngine: (1:09) Creating a game window: (3:47) ifdef? undef? (6:24) Window size: (7:49) Outro: (9:56) Social twitter: 🤍 facebook: 🤍 hive: 🤍 reddit: 🤍 linkedin: 🤍 Patreon: 🤍 Channel Memberships: 🤍 #gamedev

Let's Make An olc::PixelGameEngine Application using Code::Blocks on Windows

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11.05.2020

# Let's Make An olc::PixelGameEngine Application with MinGW 🤍 # OneLoneCoder - olcPixelGameEngine 🤍 -Download olcPixelGameEngine.h header file -Download olcExampleProgram.cpp source file # Code::Blocks 🤍

Let's Make An olc::PixelGameEngine Application using MinGW

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08.05.2020

# OneLoneCoder - olcPixelGameEngine 🤍 1. MSYS2 Website 🤍 2. UPDATE MSYS2 -Initial Update pacman -Syu -Secondary Update pacman -Su 3. INSTALL MinGW -64-bit system pacman -S mingw-w64-x86_64-gcc -32-bit system pacman -S mingw-w64-i686-gcc 4. INSTALL Make -64-bit system pacman -S mingw-w64-x86_64-make -32-bit system pacman -S mingw-w64-i686-make 5. CONFIGURE PATH (see video for instructions) 6. TEST + PROFIT -Test gcc -v -Profit g -o olcExampleProgram.exe olcExampleProgram.cpp -luser32 -lgdi32 -lopengl32 -lgdiplus -lShlwapi -ldwmapi -lstdcfs -static -std=c17

Conway's Game of Life implementation using olc::PixelGameEngine (C++)

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31.05.2021

Conway's Game of Life implementation using olc::PixelGameEngine 🤍 Wiki: 🤍 olc::PixelGameEngine: 🤍

Code-It-Yourself! 3D Graphics Engine Part #1 - Triangles & Projection

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14.07.2018

This video is part #1 of a new series where I construct a 3D graphics engine from scratch. I start at the beginning, setting up the project, then discuss vertices and triangles. Next a description of how 3D coordinates are converted into on-screen 2D coordinates using a projection matrix. This results in seeing a cube being rotated in 2-axis and translated. Source: 🤍 🤍 🤍 Blog: 🤍 Twitter: 🤍javidx9 Twitch: javidx9

Beginnings of a GUI, Exercise with olc::PixelGameEngine

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30.06.2022

I have never really delved into the process of what it would take to really build a responsive GUI that can be easily scaled using concepts such as panel size, button size, border size, with the only arbitrary positional elements being the top left origin. Recording this snippet I discovered a bug! Which I will be fixing soon. This was to showcase my first scroll bar implementation, and I'm running into a frustrating issue that I'm almost certain is mainly due to floating point accuracy, but I'm not ready to throw in the towel yet. I plan on using this to make a simple interface for information processing, mainly for the practice. Most of the math is relatively easy, but some of the bugs have been very difficult to iron out. I will probably make a showcase allowing quick change of key scalar values to demonstrate how the UI represents different various ratios. Tinkering around with maybe a drop and drop resizing method, but the scope has already surpassed what I expected.

Code-It-Yourself! 3D Graphics Engine Part #3 - Cameras & Clipping

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14.08.2018

Phew, it's a long one but I feel necessary to get this series moving. This video describes how to implement cameras and clipping planes in a 3D engine. In addition, I derive the look at and point at matrices, typically used in cameras, and talk about how to clip triangles against planes in world space, views space and screen space Source: 🤍 🤍 Blog: 🤍 Twitter: 🤍javidx9 Twitch: javidx9

olc::PixelGameEngine procedural generated world exploration.

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02.03.2021

Circle vs. circle & circle vs. square collision with the latter of which using ray-tracing. Circle vs. circle collision is also done within an area of interest instead from the point of view of all dynamic objects in the world, instead of for the entire world at a time. There were some NPCs too, I just didn't find any and they don't know how to do anything yet. The world was sized 512x512 tiles and generated on startup with an implementation of agent based growth. The world consisted of 262 144 individual tiles/cells. Something kind of relaxing just wandering around it. Can't give javidx9 enough thanks for the Pixel Game Engine!

olc::AllSorts - Text/Commands/Sounds/Jams

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14.08.2022

A mixed bag video, showing off some cool new features of the olc::PixelGameEngine. A brief look at a new companion sound library olc::SoundWaveEngine, and a reminder that olc::CodeJam 2022 is almost upon us, register today! JAM: 🤍 CODE: 🤍 Patreon: 🤍 YouTube: 🤍 🤍 Discord: 🤍 Twitter: 🤍 Twitch: 🤍 GitHub: 🤍 Homepage: 🤍

Rendering with Decals - Using olcPixelGameEngine

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26.01.2021

olcPixelGameEngine is my favorite 2D game engine. Find out more here: 🤍 OneLoneCoder: 🤍 CPUs vs GPUs As Fast As Possible: 🤍 Tutorial Playlist: 🤍 Repository: 🤍 Any questions/comments? Join us on discord: 🤍 Code: (0:00) New sprite: (1:27) Extra stuff: (2:37) Social twitter: 🤍 facebook: 🤍 hive: 🤍 reddit: 🤍 linkedin: 🤍 Patreon: 🤍 Channel Memberships: 🤍 #gamedev

Vertlet physics demo using olc::PixelGameEngine (C++)

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31.01.2021

Vertlet physics demo using olc::PixelGameEngine 🤍 Tutorial from CodingMath 🤍 Demo Source 🤍

Introducing RayCastWorld

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20.09.2020

Following on from the now legendary FPS in a command prompt, in this video I demonstrate how to use an olc::PixelGameEngine Extension that handles Ray Cast environments. Specifically it handles the rendering, collision detection and physics of the world's inhabitants, packaged in an easy to use, extremely flexible interface. Source: 🤍 Extension: 🤍 Patreon: 🤍 YouTube: 🤍 🤍 Discord: 🤍 Twitter: 🤍 Twitch: 🤍 GitHub: 🤍 Homepage: 🤍

NES Emulator Part #2: The CPU (6502 Implementation)

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24.08.2019

In this video I build a 6502 emulation in C. I pay close attention to the instructions that can cause problems, ADC and SBC. Then I build a lightweight application to analyze running 6502 programs. Source: 🤍 YouTube: 🤍 🤍 Discord: 🤍 Twitter: 🤍 Twitch: 🤍 GitHub: 🤍 Patreon: 🤍 Homepage: 🤍

Vertlet physics cloth cutting using olc::PixelGameEngine (C++)

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31.01.2021

Vertlet physics cutting demo source 🤍 PixelGameEngine source 🤍 Tutorial from CodingMath 🤍

Networking in C++ Part #1: MMO Client/Server, ASIO & Framework Basics

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03.10.2020

In this series, I use ASIO to create a portable, reusable, simple and flexible framework for general purpose client/server applications in C. This video shows how to setup ASIO, then explores some of the challenges networking presents in general, before outlining the framework and starting to implement the basic components of it. Ultimately this series will yield a simple MMO game. Source: 🤍 Patreon: 🤍 YouTube: 🤍 🤍 Discord: 🤍 Twitter: 🤍 Twitch: 🤍 GitHub: 🤍 Homepage: 🤍

Compiling PGE For Web Browsers!

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21.03.2021

Now you can take your olc::PixelGameEngine programs, and run them in the browser. Great for jams, great for distribution, even works with mobiles! A huge effort from the OLC community putting this together, so a huge thanks from me to them! Using Emscripten to convert C code into Web Assembly (WASM) it is now trivial to transpile your applications to work with performance in browsers. An awesome convergence of technologies. Yes - I'm aware of occasional audio clipping in this video. I have a wretched sore throat and struggled to find a good balance, so that's just how it is. Patreon: 🤍 YouTube: 🤍 🤍 Discord: 🤍 Twitter: 🤍 Twitch: 🤍 GitHub: 🤍 Homepage: 🤍

Code-It-Yourself! Simple Tile Based Platform Game #1

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04.02.2018

This video shows how to make a simple yet smooth tile-based 2D platform game, similar to classic offerings from older consoles. It uses nothing but the Windows Command Prompt to demonstrate robust collisions between the scenery and the player. All collisions are resolved using floating point truncation. No geometry. Shout outs to Brankec on Discord (known as GearCode elsewhere) for the request. Source: 🤍 Blog: 🤍 Twitter: 🤍javidx9 Twitch: javidx9 Discord: 🤍

Simple C++ Shmup made with olc::Pixel Game Engine

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14.04.2021

I was bored and I saw One Lone Coder's livestream making a shmup. So, I decided to follow along and add some polish and features I would enjoy to it. Github: 🤍

Circle Vs Rectangle Collisions (and TransformedView PGEX)

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29.01.2021

Hello! In this video I look at a really simple and accurate way to statically resolve circle vs rectangle collisions. I also introduce the TransformedView olc::PixelGameEngine Extension. Live Demo: 🤍 Source: 🤍 Patreon: 🤍 YouTube: 🤍 🤍 Discord: 🤍 Twitter: 🤍 Twitch: 🤍 GitHub: 🤍 Homepage: 🤍

Arbitrary Rectangle Collision Detection & Resolution - Complete!

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12.07.2020

In this video I once and for all solve axis aligned rectangle collision detection, demonstrating algorithms to handle arbitrary size rectangle vs rectangle collisions and collision resolution, applicable to "rectangle soups" or tile map based interactions. Source: 🤍 Patreon: 🤍 YouTube: 🤍 🤍 Discord: 🤍 Twitter: 🤍 Twitch: 🤍 GitHub: 🤍 Homepage: 🤍

Keyboard and Mouse Input - Using olcPixelGameEngine

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19.02.2021

With keyboard/mouse input and a renderer, you can start building your C 2D game right now. Tutorial Playlist: 🤍 Repository: 🤍 olcPixelGameEngine: 🤍 Vector Videos: 🤍 🤍 Any questions/comments? Join us on discord: 🤍 Intro: (0:00) olc::Key: (0:57) fElapsedTime: (3:09) Moving: (4:53) GetMousePos: (6:20) Offsets: (6:46) Outro: (8:43) Social twitter: 🤍 facebook: 🤍 hive: 🤍 reddit: 🤍 linkedin: 🤍 Patreon: 🤍 Channel Memberships: 🤍 #gamedev

Convex Polygon Collisions #1

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02.02.2019

In this video I look at collisions between convex polygons, including rectangles. A quick examination of AABB (Axis Aligned Bounding Box) followed by SAT (Separated Axis Theorem) and an alternative I don't know the name of. As well as checking for overlap, I experiment with resolving the collisions statically. Source: 🤍 YouTube: 🤍 🤍 Discord: 🤍 Twitter: 🤍 Twitch: 🤍 GitHub: 🤍 Patreon: 🤍 Homepage: 🤍

OLC 2020

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13.01.2020

What fun we will have! Patreon: 🤍 YouTube: 🤍 🤍 Discord: 🤍 Twitter: 🤍 Twitch: 🤍 GitHub: 🤍 Homepage: 🤍

olc::CodeZone - Mission Logs

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17.04.2021

In this video we examine the progress of a weekly coding experiment where javidx9 tries really really hard to make a game about space, but is distracted and thwarted by the chat at every opportunity. Patreon: 🤍 YouTube: 🤍 🤍 Discord: 🤍 Twitter: 🤍 Twitch: 🤍 GitHub: 🤍 Homepage: 🤍

SatisfyingBallOfScreen-OLCpixelGameEngine

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23.03.2022

link to the github: 🤍

Programming a Retro Pop-Up Menu System

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09.02.2020

Simplicity often masks Complexity in programming. This video shows an extremely easy to use, flexible pop-up menu system, but the engineering behind it is quite complicated in a nerdy, elegant way. I use maps, vectors, recursion, references and operator overloading to implement a retro-style, skinnable menu system. Source: 🤍 Patreon: 🤍 YouTube: 🤍 🤍 Discord: 🤍 Twitter: 🤍 Twitch: 🤍 GitHub: 🤍 Homepage: 🤍

Community Showcase Special: olc::BeatTheBoredom

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28.06.2020

A brief look at a handful of the awesome submissions to the olc::BeatTheBoredom game jam held earlier this year! 🤍 Patreon: 🤍 YouTube: 🤍 🤍 Discord: 🤍 Twitter: 🤍 Twitch: 🤍 GitHub: 🤍 Homepage: 🤍

Tetris | OLC Pixel Game Engine

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28.03.2022

This is a version of Tetris made with the OLC::Pixel Game Engine. You can find the project on my github page here: 🤍

Command Prompt Console Game Engine

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30.06.2017

A game engine entirely for the command prompt? Firstly - Yes this video is not on my normal release schedule, secondly - DON'T PANIC!! I'm not radically changing my approach to videos, but I've created a little helper class to assist with some future videos - and thought it would be useful to have this video as a resource to reference. I've created a little "game engine" that only uses the command prompt - which allows me to focus the code to just the cool stuff, and less of the "boilerplate" code - drawing to screen, setting up resolutions etc... github: 🤍

[CODE] Behind The Code! "8 Bits Of Image Processing" Episode #1

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01:38:00
12.05.2019

This is the first part of a series to be released this week, where I show "warts and all" the process of making an OLC YouTube video from conception of idea to finally publishing next week. Watch live at 🤍

Snake Game | OLC Pixel Game Engine

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25.09.2021

This is a version of the classic snake game. I made it using the olc Pixel game engine. You can download it here : 🤍

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