This video demonstrates a beginner's first 3D game developed in C using SDL for window management and OpenGL for 3D rendering, showcasing fundamental game engine architecture including window creation, input handling, and frame processing systems, with the developer achieving efficient performance metrics of approximately 1.1% memory usage and 40.1% CPU utilization.
Deep Dive
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Deep Dive
my first 3d game written in CAdded:
All right, hello.
I created a game.
But it's it's a game.
I'm going to show you.
I'll show you this I'll show you the source code first before the actual game.
So it's all in this file folder directory called game.
Okay, you're going to have to remove this file later.
Okay.
First we'll go to the window.
Window client.
I'll just show you the source codes first.
Okay, so this is the window client or the client.
It uses SDL for the window managing.
And it all starts with this.
Which creates a window that will be displayed.
And it's totally resizable.
And it it's linked to the game engine.
Okay.
Multiple set buffers for um performance.
Okay, and higher FPS.
It's going to be a white background.
It's what I set it to.
Okay.
Now we'll go to the game engine.
This is the meaty part.
We'll first go into the window.
to the Haskell code.
What you're looking at is the basic fundamental of the game engine.
This is basically where it's all placed on a library first before actually putting it in uh in practice as a source code.
So, you can see here we have the engine in initialization initialization.
The mouse and mouse input and the rendering of the 3D 3D dimension.
Okay?
Now, we'll go over here to the main game engine.
It still includes SDL because that's the driver I use, but this time there's a 3D render driver called OpenGL.
Probably one of the most common drivers to use on a on a video game.
And what I want to show you guys is this. This part right here.
The void engine update.
This is basically each that This is basically the the system the processing system that handles the buffering or the frames.
It processes for about 0.0 uh frame per second.
And 0.001 frame per secondary second.
Meaning this uses my performance at its ultimate state for efficient frames and overall just kind of like a benchmark test for my computer, honestly, but it runs great.
It runs great.
And then yeah.
We have here the base plate, which is what I know which is what I'll be stepping on.
Yeah.
And check out I know there'll be a void.
I said this is just a temporary floor that I'll be using.
I've thought of making a map editor for this, but yeah.
Anyways, that's um let's enter the game.
Well, now I know use the executable that I've created.
Yeah, so this is the simple game. I can move around forward. I can move backwards. I can move left and right. I can jump.
Yeah, I can jump.
And I can even fell to the void.
Go to the edges.
And yeah.
I don't even know what I'm going to do.
I don't even know what I'm going to do with this, but I'm definitely going to do something about this.
Going to make my my own game, bros.
This is so sick.
Hell yeah.
I'm excited.
Yeah.
Oh. Oh.
Oh.
Oh.
Oh.
This is so cool.
Check out this coordinate going on on third third Third third feature on this, not just first person. I think that'll be cool.
And to prove how I know And to prove how um And to prove how performance efficient this is.
Look at that.
Look at that.
Xorg that's the That's the system.
That is on par with SDL. It only uses about 1.1 memory and 40.1 CPU, which Wow, that's very and a performance efficient.
I'm very proud of it.
Nice.
Nice.
I want to make a shooter game.
For real.
This took me about 4 days to program.
It's written in C.
A low A high-end uh programming language that is, you know, it's what most games are made with.
For example, Call of Duty, it's made in C.
It's game engine.
Which is based in Unreal, I think.
And uh yeah.
Game engine engine at C.
I think we can remove most of these.
>> Okay.
I think that works.
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