Rendering
Lessons in this group, roughly in build order:
- sdl2-setup-window-management — Bringing up the SDL2 window, an accelerated renderer, and the logical-resolution scaling that lets…
- 2d-sprite-rendering — Turning a decoded PID sprite into an SDL_Texture and blitting it at the right screen position, with the…
- texture-atlases-tilesets — Packing many small images into one large texture (or indexing a tileset by id) so the GPU can draw a whole…
- parallax-scrolling-backgrounds — Scrolling each background plane at a fraction of the camera’s speed so distant layers lag behind near…
- animation-system-frames-timing — Advancing a sprite through an ordered list of timed frames, accumulating elapsed milliseconds so playback…
- camera-viewport — The world-to-screen transform that follows Claw, keeps him centered, and exposes a viewport rectangle used…
- hud-ui-overlay — The screen-space layer — health, score, ammo, lives — drawn after the world in a fixed position that…