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Game Development Tutorial Series

The following are the multi part tutorial series hosted on GameFromScratch.com.  They are listed by a mix of chronological order and popularity.  If it exists, the link will bring you to the series table of contents, otherwise there may be multiple links.

  • LibGDX Logo

    LibGDX Text Tutorial Series

    A massive tutorial series covering all facets of game development with LibGDX. LibGDX is a cross platform, Java based game engine. Click here for Table Of Contents
  • Blender Game Art Logo

    Blender Game Art Tutorial Series

    One of the longest series on GFS, this tutorial walks you from complete Blender beginner to creating a game ready, modeled, textured, animated and rendered sprite. Basically teaches you everything you need to know to get started using Blender.Click here for Table Of Contents
  • Unreal Engine Logo

    Unreal Engine 2D Game Development Tutorial

    This tutorial looks at all facets of creating a 2D game in Unreal Engine using the Paper2D library. There will be a companion tutorial covering Unity eventually.Click here for Table Of Contents
  • Love2D Game Engine

    GameDev For Complete Beginners Tutorial Series (Using Love2D/Lua)

    This tutorial is somewhat unqiue on this list as it assumes zero prior programming experience. The first half starts by teaching you scripting in the Lua programming language. The second half of the tutorial series teaches you game development using the Love game engine. The entire series is video based. Click here for Table Of Contents
  • Godot Engine Logo

    Godot Engine Tutorial Series

    This tutorial series covers all aspects of creating a game using the Godot game engine. Godot is an open source, C++ based game engine with a full game editor.Click here for Table Of Contents
  • Defold Logo

    Defold Engine Tutorial Series

    This tutorial takes an in-depth look at the Lua powered, mobile focused 2D game engine Defold made available free by King.Click here for Table Of Contents
  • Babylon Logo

    BabylonJS Tutorial Series

    This tutorial series looks at the Babylon HTML5 game engine. We look at all facets of using this 3D WebGL powered HTML5 game engine in both text and video formats.Click here for Table Of Contents
  • MonoGame Logo

    MonoGame Tutorial

    This tutorial looks at all aspects of using the MonoGame engine, an open source implementation of Microsoft's XNA game framework. This series includes both text and video versions, as well as an e-book compilation.Click here for Table Of Contents
  • SFML LOGO

    SFML with C++ Tutorial Series 2015 Edition

    This is a completely new for 2015 tutorial series covering SFML 2.3+. The series is in two parts, the first covering the fundamentals of working with SFML while the second covers creating a complete game using what you've learned, as well as incorporating third party libraries. This series is both text and video format.Click here for Table Of Contents
  • SFML LOGO

    A Complete Game from Scratch with C++ and SFML

    While slightly outdated at this point (SFML 1.6), this sprawling game dev series teaches progressively more complicated C++ subjects, using the SFML media library. Although one of the older series on GFS, still quite relevant today. For SFML specifics, please see the previous tutorial. This one should still be useful for learning gamedev in C++ however.Click here for Table Of Contents
  • Tiled Map Editor Logo

    Tiled Map Editor Tutorial Series

    Tiled is a popular open source 2D map editor supported by a number of game engines. This video series shows all aspects of creating maps using Tiled.Click here for Table Of Contents
  • HaxeFlixel

    HaxeFlixel Tutorial Series

    HaxeFlixel is a 2D game framework based on the Flash based Flixel engine ported to the Haxe programming language. This text and video tutorial series cover all aspects of working with HaxeFlixel.Click here for Table Of Contents
  • Paradox Game Engine Logo

    Paradox/Xenko Game Engine Tutorial Series

    This tutorial series looks at the Paradox Game Engine (now Xenko), a 2D/3D C# based game engine with a complete level editor and advanced rendering capabilities.Click here for Table Of Contents
  • LibGDX Logo

    LibGDX Video Tutorial Series

    Similar in scope to the text based LibGDX tutorial series, this one is entirely video based but includes blog posts for source code and assets. LibGDX is a cross platform, Java based game engine. Click here for Table Of Contents
  • Blender Game Art Logo

    Learning Blender One Hour at a Time Video Tutorial Series

    This video tutorial series covers learning Blender in one hour chunks. It assumes you have zero prior experience, and spends one hour on each of the following topics: overview, modelling, texturing, animating and rendering. There are also a collection of Blender tips and tricks.Click here for Table Of Contents
  • Blender Game Art Logo

    Adventures in Phaser with TypeScript Tutorial Series

    This tutorial series looks at all aspects of using the Phaser HTML5 game library. Instead of JavaScript however, we work in the much more sane TypeScript language. There is some TypeScript related tutorial content as well.Click here for Table Of Contents
  • Cocos2d-x Logo

    Cocos2d-x C++ Game Programming Tutorial Series

    This tutorial series explores using Cocos2d-x, a popular open source C++ port of the Cocos2D library. It covers version 3 of the library. Click here for Table Of Contents
  • Moai Logo

    The adventures of an intrepid programmer in the lands of Moai

    This tutorial series is all about using Moai, a popular Lua based cross platform game engine. Click here for Table Of Contents
  • Math

    GameDev Math Recipes

    This is a collection of common game dev related math algoriths, including description and JavaScript sample. Topics like collisions, shooting, facing and more are covered. Click here for Table Of Contents
  • SpriteKit and Swift

    Using Swift and SpriteKit

    A collection of tutorials on creating a game with the SpriteKit library and Apple's recently released Swift programming language. Click here for Table Of Contents
  • Project Anarchy Tutorials

    Project Anarchy game programming tutorial series

    Tutorials on using Project Anarchy, a AAA mobile focused game engine created by Havok. Click here for Table Of Contents
  • PlayStation Mobile Tutorials

    PlayStation Mobile tutorial series

    Now sadly discontinued, this tutorial series covered all aspects of creating a game for PlayStation Mobile, Sony's C# based game development system. Click here for Table Of Contents



  • All Tutorials on GameFromScratch.com


    The above tutorials just represent the most popular or multi-part tutorial series here on GameFromScratch.com.  Over the years, there have been hundreds of tutorials covering a vast variety of subjects. Click here to see a live spreadsheet of every tutorial, guide or review published on GameFromScratch in a single page.





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LWJGL 3.1.2 Released
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22. September 2017


LWJGL, the Light Weight Java Game Library, just released version 3.1.2.  LWJGL is a series of Java bindings for several underlying media APIs such as OpenGL, OpenAL and Vulkan.  This release also added OpenVR and OpenEXR support among other changes and fixes.

Details from the release notes:

This build includes the following changes:

Bindings
  • Added OpenVR bindings.
  • Added Tiny OpenEXR bindings.
  • Added Yoga bindings.
  • bgfx: Updated to API version 41 (up from 34)
  • glfw: Updated to pre-release 3.3.0 version (up from 3.2.1). Includes many fixes and new features:
    • Last error code query (glfwGetError)
    • Requesting attention from the user (glfwRequestWindowAttention)
    • Platform dependent scancodes for keys (glfwGetKeyScancode)
    • Window maximization events (glfwSetWindowMaximizeCallback)
    • Window attribute modification (glfwSetWindowAttrib)
    • Joystick hats (glfwGetJoystickHats)
    • Library initialization hints (glfwInitHint)
    • Headless OSMesa backend
    • Cursor centering control (GLFW_CENTER_CURSOR)
    • macOS: Cocoa hints (GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_COCOA_FRAME_AUTOSAVE, GLFW_COCOA_GRAPHICS_SWITCHING, GLFW_COCOA_CHDIR_RESOURCES, GLFW_COCOA_MENUBAR)
    • macOS: Vulkan support via MoltenVK
    • X11: Moved to XI2 XI_RawMotion for disabled cursor mode motion input
    • EGL: Added support for EGL_KHR_get_all_proc_addresses and EGL_KHR_context_flush_control
  • jemalloc: Updated to 4.5.0 (up from 4.4.0)
  • LibOVR: Update to 1.14.0 (up from 1.10.0)
  • lmdb: Updated to 0.9.20 (up from 0.9.18)
  • NanoVG: Added support for fallback fonts.
  • nuklear: Updated to 1.37.0 (up from 1.29.1, with the new versioning)
  • OpenAL: Added AL_SOFT_source_resampler extension.
  • stb
    • Updated stb_dxt to 1.0.6 (up from 1.0.4)
    • Updated stb_easy_font to 1.0 (up from 0.7)
    • Updated stb_image to 2.15 (up from 2.13)
    • Updated stb_image_resize to 0.94 (up from 0.91)
    • Updated stb_image_write to 1.05 (up from 1.02)
    • Updated stb_perlin to 0.3 (up from 0.2)
    • Updated stb_rect_pack to 0.11 (up from 0.10)
    • Updated stb_truetype to 1.15 (up from 1.12)
    • Updated stb_vorbis to 1.10 (up from 1.09)
  • tinyfiledialogs: Updated to 2.8.3 (up from 2.7.2)
  • Vulkan: Updated to 1.0.49 (up from 1.0.38)
Improvements
  • MemoryStack: Increased default stack size to 64kb (up from 32kb)
  • Shared library loading can now utilize a ClassLoader specified by the caller. (#277)
  • Significantly reduced DEBUG_MEMORY_ALLOCATOR and DEBUG_STACK overhead in Java 9 using the new StackWalker API.
  • Migrated windows builds to appveyor and updated to Visual Studio 2017 (up from 2015)
  • EGL: The core API now includes javadoc links to the Khronos references pages
  • OpenGL ES: The core API now includes javadoc links to the Khronos references pages
Fixes
  • Assimp: Struct member nullability fixes
  • Linux: Removed dependencies to newer GLIBC versions.
  • LibOVR: Fixed layout of the ovrInputState struct.
  • OpenAL: Removed buffer auto-sizing from alcCaptureSamples. The number of samples must now be specified explicitly, similar to alcRenderSamplesSOFT.
  • Vulkan: Function addresses are now retrieved only once, using the optimal method for each function type.
    • This avoids warnings on pedantic validation layers.
  • Fixed callback invocation bugs on 32-bit architectures.
  • Fixed various javadoc formatting issues (#308)
Breaking Changes
  • Mapped more integer parameters and return values to Java boolean, that were missed while working on #181.
    • Xlib's Bool
    • OpenCL's cl_bool
    • DynCall's DCbool
  • Moved JNI global reference functions from MemoryUtil to the generated org.lwjgl.system.jni.JNINativeInterface.
  • The Vulkan capabilities have been split into two classes: VKCapabilitiesInstance and VKCapabilitiesDevice.
    • Flags for core Vulkan versions exist in both classes.
    • Flags for instance extensions exist only in VKCapabilitiesInstance.
    • Flags for device extensions exist only in VKCapabilitiesDevice.
    • Functions that dispatch on VkInstance or VkPhysicalDevice exist only in VKCapabilitiesInstance.
    • Functions that dispatch on VkDevice and device-derived handles exist only in VKCapabilitiesDevice.
    • Bootstrapping functions can be retrieved with VK.getFunctionProvider().

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