In development · first course: C++ & OpenGL

Learn graphics programming inside the IDE, not inside a video.

Vilaio replays a real engine codebase scene by scene — narrated, annotated, and fully navigable. Pause anywhere. Open any file. Jump to the moment a line was written, and ask why it's there.

Built by Alex Kulbitsky — 10+ years shipping AAA engines and rendering (Hogwarts Legacy, Gotham Knights, Age of Empires II). 1,251 students took the original version of this course.

Sixty seconds inside a lesson

One scene, start to finish: the code writes itself, the diagram lands on the line it explains, and nothing is a recording of somebody else's screen.

Demo video coming

Being recorded now — join the list and it lands in your inbox.

Video tutorials are broken for code

Not because the teaching is bad. Because the medium throws away everything that makes code readable: structure, navigation, and the ability to stop and look.

Pause and look around

What you see isn't a picture of an editor — it's editor state. Stop mid-sentence, open another file, scroll back twenty lines, select something. The lesson waits for you.

A codebase, not a snippet

Multi-file project state, replayed deterministically scene by scene. Built for the lessons where the architecture across files is the actual subject — not a single editable box.

Diagrams on the line they explain

Vertex layouts, buffer bindings, matrix order — drawn as overlays anchored to the exact line being discussed, not on a slide you saw two minutes ago.

Listen, or read

Every lesson is narrated. Prefer reading? Turn the audio off and step through the same beats at your own pace — the code reacts to the sentence you're on.

One commit, one lesson

The course isn't a tutorial project rebuilt for the camera. It's the real git history of a real engine. Each lesson is a single commit that carries both the prose and the code it teaches — so what you read and what you run can't drift apart.

  1. 01

    Start from the last commit

    Every lesson opens on the exact state the previous one left behind. No skipped files, no "as you can see, I've already added…".

  2. 02

    Watch the diff happen

    Lines arrive where they belong, in the order a person would actually write them, narrated as they land.

  3. 03

    End on a commit you can build

    Every lesson finishes at a state that compiles and runs. Byte for byte the same code the author committed.

First on Vilaio: a graphics engine, from an empty file to a playable game

C++ and OpenGL, no framework doing the interesting parts for you. From opening a window and getting the first triangle on screen, through buffers, shaders, textures and lighting, to models, animation blending, and a game loop you can actually play.

It's a reworked and considerably deepened version of the course 1,251 people have already taken on Udemy — rebuilt for a medium that can show what a screen recording can't.

The first 15 lessons will be free. Chapter 1 in full, plus the opening of Chapter 2 — enough to get a window, a triangle, shaders, textures, and your first input handling.

  • 81lessons
  • 6chapters
  • 15free
  • C++& OpenGL

Who's building this

I'm Alex Kulbitsky. I've spent 10+ years in AAA engine and graphics teams — on Hogwarts Legacy, Gotham Knights, and Age of Empires II — and a few of those years teaching this material to 1,251 students who mostly told me the same thing: the explanation was fine, the format got in the way.

Vilaio is my attempt to fix the format. I'm building it in the open, and the list hears about every step first.

Questions you're about to ask

Is this just a video course with extra steps?

No. There's no video of a screen. The player holds real project state — a file tree, tabs, an editor — and the lesson drives it. That's why you can stop, open a file the lesson isn't looking at, and come back without losing your place.

When can I actually use it?

The platform is being built now and the first lessons are already authored. The free chapter ships to this list before it goes anywhere else. I'd rather give you a real date than a fake one, so you'll get it when it's close.

What will it cost?

The first 15 lessons are free, and the rest will be a one-time purchase with lifetime access — no subscription to read the material you paid for. The exact number isn't locked yet; the list gets first refusal at launch pricing.

How much C++ do I need?

Enough to be comfortable with classes, pointers, and building a project. No graphics background is assumed — buffers, shaders, and the pipeline are built up from nothing.

Get the free chapter first

One email when it's live. Occasional notes on how the thing is being built. Nothing else.