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chapter-01/chapter-01.md

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![Hello World](hello_world.png)
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The source code of this chapter is located [here](https://github.com/lwjglgamedev/lwjglbook/chapter-01).
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The source code of this chapter is located [here](https://github.com/lwjglgamedev/lwjglbook/tree/main/chapter-01).
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[Next chapter](../chapter-02/chapter-02.md)

chapter-02/chapter-02.md

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In this chapter we will start developing our game engine by creating the game loop. The game loop is the core component of every game. It is basically an endless loop which is responsible for periodically handling user input, updating game state and rendering to the screen.
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You can find the complete source code for this chapter [here](https://github.com/lwjglgamedev/lwjglbook/chapter-02).
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You can find the complete source code for this chapter [here](https://github.com/lwjglgamedev/lwjglbook/tree/main/chapter-02).
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## The basis
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chapter-03/chapter-03.md

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In this chapter we will render or first triangle to the screen and introduce the basis of a programmable graphics pipeline. But, prior to that, we will explain firs the basis of coordinate systems. trying to introduce some fundamental mathematical concepts in a simple way to support the techniques and topics that we will address in subsequent chapters. We will assume some simplifications which may sacrifice preciseness for the sake of legibility.
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You can find the complete source code for this chapter [here](https://github.com/lwjglgamedev/lwjglbook/chapter-03).
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You can find the complete source code for this chapter [here](https://github.com/lwjglgamedev/lwjglbook/tree/main/chapter-03).
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## A brief about coordinates
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chapter-04/chapter-04.md

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In this chapter we will continue talking about how OpenGL renders things. We will draw a quad instead of a triangle and set additional data to the Mesh, such as a color for each vertex.
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You can find the complete source code for this chapter [here](https://github.com/lwjglgamedev/lwjglbook/chapter-04).
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You can find the complete source code for this chapter [here](https://github.com/lwjglgamedev/lwjglbook/tree/main/chapter-04).
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# Mesh modification
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chapter-05/chapter-05.md

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In this chapter, we will learn two important concepts, perspective projection (to render far away objects smaller than closer ones) and uniforms (a buffer like structure to pass additional data to the shader).
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You can find the complete source code for this chapter [here](https://github.com/lwjglgamedev/lwjglbook/chapter-05).
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You can find the complete source code for this chapter [here](https://github.com/lwjglgamedev/lwjglbook/tree/main/chapter-05).
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## Perspective projection
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chapter-06/chapter-06.md

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In this chapter we will set up the basis for 3D models and explain the concept of model transformations to render our first 3D shaper, a rotating cube.
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You can find the complete source code for this chapter [here](https://github.com/lwjglgamedev/lwjglbook/chapter-06).
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You can find the complete source code for this chapter [here](https://github.com/lwjglgamedev/lwjglbook/tree/main/chapter-06).
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## Models and Entities
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chapter-07/chapter-07.md

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In this chapter we will learn how to load textures, how they relate to a model and how to use them in the rendering process
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You can find the complete source code for this chapter [here](https://github.com/lwjglgamedev/lwjglbook/chapter-07).
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You can find the complete source code for this chapter [here](https://github.com/lwjglgamedev/lwjglbook/tree/main/chapter-07).
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## Texture loading
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chapter-08/chapter-08.md

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In this chapter we will learn how to move inside a rendered 3D scene. This capability is like having a camera that can travel inside the 3D world and in fact that's the term used to refer to it.
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You can find the complete source code for this chapter [here](https://github.com/lwjglgamedev/lwjglbook/chapter-08).
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You can find the complete source code for this chapter [here](https://github.com/lwjglgamedev/lwjglbook/tree/main/chapter-08).
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## Camera introduction
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chapter-09/chapter-09.md

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The capability of loading complex 3D models in different formats is crucial in order to write a game. The task of writing parsers for some of them would require lots of work. Even just supporting a single format can be time consuming. Fortunately, the [Assimp](http://assimp.sourceforge.net/) library already can be used to parse many common 3D formats. It’s a C/C++ library which can load static and animated models in a variety of formats. LWJGL provides the bindings to use them from Java code. In this chapter, we will explain how it can be used.
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You can find the complete source code for this chapter [here](https://github.com/lwjglgamedev/lwjglbook/chapter-09).
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You can find the complete source code for this chapter [here](https://github.com/lwjglgamedev/lwjglbook/tree/main/chapter-09).
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## Model loader
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chapter-10/chapter-10.md

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[Dear ImGui}(https://github.com/ocornut/imgui) is a user interface library which can use several backends such as OpenGL and Vulkan. We will use it to display gui controls or to develop HUDs. It provides multiple widgets and the look and fell is easily customizable.
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You can find the complete source code for this chapter [here](https://github.com/lwjglgamedev/lwjglbook/chapter-10).
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You can find the complete source code for this chapter [here](https://github.com/lwjglgamedev/lwjglbook/tree/main/chapter-10).
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## Imgui integration
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