// the find
mattdesl/lwjgl-basics
:wrench: LibGDX/LWJGL tutorials and examples
A small, from-scratch 2D rendering layer for LWJGL — sprite batching, textures, shaders, framebuffers — paired with a GLSL tutorial series on the wiki. It's aimed at people who want to understand how a sprite batcher and shader pipeline actually work under the hood, not people who want to ship a game (the README itself points them at LibGDX for that).
The source is small enough to read end to end in an afternoon — SpriteBatch, Texture, ShaderProgram, FrameBuffer are each a single focused file, no framework scaffolding to wade through. The shader lessons (lesson1 through lesson6, with matching .vert/.frag files) are runnable, not just prose, so you can step through GLSL concepts with working code instead of taking the tutorial's word for it. Good reference if you want to lift a minimal SpriteBatch implementation into your own LWJGL project rather than pull in a whole engine.
Built on LWJGL 2.8.5, which is a different API from LWJGL 3 — none of this ports directly to what anyone would start a new project on today. There's no build file at all; dependencies are raw JARs and native .dll/.so/.jnilib binaries committed straight into lib/ and native/, with setup instructions written for Eclipse + EGit specifically. One dependency (PNGDecoder.jar) is only available via an external link to a site that's likely dead by now. No commits since 2019, so any of the above is never getting fixed — this is a frozen snapshot, useful to read but not to build on.