Chapter 8. The Next Steps: Atlases, Sprites, and Particles—Oh My!

So far, we have looked at very simple 2D rendering. While this is fine for our game's retro version, you generally will want your graphics to look a bit cooler than just white lines.

In this chapter, we are going to first upgrade our rendering to be able to handle textures, and take a look at a 2D game that is based entirely on simple textured quads. After that, we will delve into the third dimension. We will look at how to build 3D models, and light them and texture them. Finally we will dip briefly into a bit more advanced code with a simple particle system. Figure 8-1 gives you a preview of both versions.

Figure 8.1. On the left, our 2D simple texture game; on the right, our 3D ...

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