This is the setup to follow these tutorials. It has the advantage that it is easy to use an all platforms (Linux, Windows and Mac). It also fixes an annoying thing with the original setup: with this one you don't need to re-run CMake when you modify your shaders. The changes will be detected and handled automatically.
You need to install CMake.
To use CMake I recommend this VS Code extension : ms-vscode.cmake-tools. You will need to setup the extension with a compiler. Here is the tutorial. It is based on Linux but at the bottom of the page you will find the explanations to adapt it for Windows and Mac.
Alternatively you can just create a build folder at the root of this project, open a terminal and run cmake ..
;
chances are it will detect what compiler you have installed and generate the appropriate Makefile / Visual Studio solution / Xcode project.
In each TP* folder, each 'ex*.cpp' file will create an executable. To create another TP folder for a new TP, just duplicate and rename the TP folder. In each TP folder, you can also create several executable as mentionned earlier. Just rename your .cpp file with a name starting with the letters 'e' and 'x'
To learn more about the parameters you receive in the callbacks, read glfw's documentation.
The assets folder will be copied to the folder where your executable is created. You can put all the assets that your project needs in there, like textures, shaders, 3D models etc.