An implementation of a Game Engine using JWJGL
- Using
glfw
to handle window display. - Using VAOs and VBOs to store object and entity data for the shader program.
- Rendering with index buffers.
- Using shaders
- Vertex shaders
- Fragment shaders
- Coloring using shaders
- Adding textures
- Matrices and uniform variables.
- Model, view and projection matrices. This also involves adding a camera to the scene
- Blender and OBJ file formats.
- Per-pixel lighting
- Specular lighting
- Optimization
- Simple terrain.