Tag Archives: Python

OpenGL 2D Facade (9): Load a level

Before handling the rendering of several layers, we need data to build them. Rather than copy and paste many ids from a Tiled map file, I propose to read them using the TMX library.

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OpenGL 2D Facade (8): Facade

I have enough content to start a facade: I refactorize all the code to satisfy the properties of the Facade pattern and get a more robust and extensible implementation.

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OpenGL 2D Facade (7): Draw a level

In this post, I show how to draw many tiles from a single-layer level created with Tiled. I also show how to take a screen capture with OpenGL.

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OpenGL 2D Facade (6): Draw a tile

Textures in the previous post allow the drawing of tiles, but the aspect ratio is not correct. In this post, I show how to draw a tile on a grid location correctly.

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OpenGL 2D Facade (5): Textures

In this post, I introduce OpenGL textures and use them to draw tiles from tilesets.

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OpenGL 2D Facade (4): Shaders

Shaders are one of the powerful features of OpenGL. I introduce them in this post and show how to color vertices using vertex and fragment shaders.

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OpenGL 2D Facade (3): Vertex Array Objects

Vertex Arrays Objects allow us to send large meshes to the GPU. It is a bit technical, but this is something we only have to do once.

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OpenGL 2D Facade (2): Mesh data

We get the best performance when sending mesh data to the GPU in a single operation. In this post, I present the numpy library that can create such data.

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OpenGL 2D Facade (1): Window and basic drawing

In this new series, I propose to create a GUI facade for the 2D tileset-based games using OpenGL.

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Discover Python and Patterns (29): Software Architecture

In this post, I describe the organization of the tank game code. It is not the best design one could create, there are many flaws, but there are many good ideas you can use for your projects!

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