- OpenGL Game Development By Example
- Robert Madsen Stephen Madsen
- 76字
- 2021-07-16 12:44:24
Summary
This chapter has covered a lot of ground. You created a new class specifically to work with sprites. Consider this class a huge part of your utility box for any game that you will create. This class handles all of the requirements that you will need to load, move, and handle textures as objects in your game.
In the next chapter, you will learn how to how to handle input, and actually control your robot.
推薦閱讀
- 圖解西門(mén)子S7-200系列PLC入門(mén)
- Instant uTorrent
- Apple Motion 5 Cookbook
- Hands-On Machine Learning with C#
- 分布式系統(tǒng)與一致性
- 筆記本電腦維修300問(wèn)
- 深入理解序列化與反序列化
- Spring Cloud微服務(wù)和分布式系統(tǒng)實(shí)踐
- Blender Game Engine:Beginner's Guide
- 筆記本電腦芯片級(jí)維修從入門(mén)到精通(圖解版)
- Intel FPGA權(quán)威設(shè)計(jì)指南:基于Quartus Prime Pro 19集成開(kāi)發(fā)環(huán)境
- Blender for Video Production Quick Start Guide
- The Reinforcement Learning Workshop
- 快·易·通:2天學(xué)會(huì)電腦組裝·系統(tǒng)安裝·日常維護(hù)與故障排除
- Hands-On Game Development with WebAssembly