These tutorials focus mainly on OpenGL, Win32 programming and the ODE physics engine. OpenGL has moved on to great heights and I don't cover the newest features but cover all of the basic concepts you will need with working example programs.

 

Working with the Win32 API is a great way to get to the heart of Windows and is just as relevant today as ever before. Whereas ODE has been marginalized as hardware accelerated physics becomes more common.

 

Games and graphics utilities can be made quickly and easily using game engines like Unity so this and Linux development in general will be the focus of my next tutorials.    

  

 

                | hundreds | tens | units |

                +----------+------+-------+

                |    0     |  0   |   0   |   ...written as  0

                |    0     |  0   |   1   |                  1

                |    0     |  0   |   2   |                  2

                |    .     |  .   |   .   |                  .

                |    .     |  .   |   .   |                  .

                |    .     |  .   |   .   |                  .

                |    0     |  0   |   9   |                  9

                |    0     |  1   |   0   |                 10
                |   10^2   | 10^1 | 10^0  |

                +----------+------+-------+

                |    0     |  0   |   0   |   ...written as  0

                |    0     |  0   |   1   |                  1

                |    0     |  0   |   2   |                  2

                |    .     |  .   |   .   |                  .

                |    .     |  .   |   .   |                  .

                |    .     |  .   |   .   |                  .

                |    0     |  0   |   9   |                  9
     |  2^3   |  2^2  | 2^1  |  2^0  |

     +--------+-------+------+-------+

     |   0    |   0   |  0   |   0   | ...written as  0000

     |   0    |   0   |  0   |   1   |                0001

     |   0    |   0   |  1   |   0   |                0010

     |   .    |   .   |  .   |   .   |                  .

     |   .    |   .   |  .   |   .   |                  .

     |   .    |   .   |  .   |   .   |                  .

     |   1    |   1   |  1   |   0   |                1110

     |   1    |   1   |  1   |   1   |                1111
        A = 10

        B = 11

        C = 12

        D = 13

        E = 14

        F = 15

       10 = 16
      |   16^2   | 16^1 | 16^0  |

      +----------+------+-------+

      |    0     |  0   |   0   | ...written as  0 ...and in decimal = 0

      |    0     |  0   |   1   |                1                     1

      |    0     |  0   |   2   |                2                     2

      |    .     |  .   |   .   |                .                     .

      |    .     |  .   |   .   |                .                     .

      |    .     |  .   |   .   |                .                     .

      |    0     |  0   |   9   |                9                     9

      |    0     |  0   |   A   |                A                    10 

      |    0     |  0   |   B   |                B                    11

      |    0     |  0   |   C   |                C                    12 

      |    0     |  0   |   D   |                D                    13

      |    0     |  0   |   E   |                E                    14

      |    0     |  0   |   F   |                F                    15

      |    0     |  1   |   0   |               10                    16

      |    0     |  1   |   1   |               11                    17
      | hexadecimal | binary |

      +-------------+--------+

      |      0      |  0000  |

      |      1      |  0001  |

      |      2      |  0010  |

      |      .      |    .   |

      |      .      |    .   |

      |      E      |  1110  | 

      |      F      |  1111  |
    AE = 10101110

   or

    F0 = 11110000

   or

     B = 00001011    ....(Implied 0 before the B)