Book Image

C++ Game Development By Example

By : Siddharth Shekar
Book Image

C++ Game Development By Example

By: Siddharth Shekar

Overview of this book

Although numerous languages are currently being used to develop games, C++ remains the standard for fabricating expert libraries and tool chains for game development. This book introduces you to the world of game development with C++. C++ Game Development By Example starts by touching upon the basic concepts of math, programming, and computer graphics and creating a simple side-scrolling action 2D game. You'll build a solid foundation by studying basic game concepts such as creating game loops, rendering 2D game scenes using SFML, 2D sprite creation and animation, and collision detection. The book will help you advance to creating a 3D physics puzzle game using modern OpenGL and the Bullet physics engine. You'll understand the graphics pipeline, which entails creating 3D objects using vertex and index buffers and rendering them to the scene using vertex and fragment shaders. Finally, you'll create a basic project using the Vulkan library that'll help you get to grips with creating swap chains, image views, render passes, and frame buffers for building high-performance graphics in your games. By the end of this book, you’ll be ready with 3 compelling projects created with SFML, the Vulkan API, and OpenGL, and you'll be able take your game and graphics programming skills to the next level.
Table of Contents (18 chapters)
Free Chapter
1
Section 1: Basic Concepts
4
Section 2: SFML 2D Game Development
8
Section 3: Modern OpenGL 3D Game Development
12
Section 4: Rendering 3D Objects with Vulkan

Creating the TextureLoader class

We created the MeshRenderer class, but we still need to load the texture and set the texture ID, which can be passed to the MeshRendered object. For this, we will create a TextureLoader class that will be responsible for loading the textures. Let's see how to do this.

We first need to create the new .h and .cpp file called TextureLoader.

To load the JPEG or PNG image, we will use a header-only library called STB. This can be downloaded from https://github.com/nothings/stb. Clone or download the source from the link and place the stb-master folder in the Dependencies folder.

In the TextureLoader class, add the following:

#include <string> 
#include <GL/glew.h> 
 
class TextureLoader 
{ 
public: 
   TextureLoader(); 
 
   GLuint getTextureID(std::string  texFileName); 
   ~TextureLoader(); 
}; 

We will then use the string and glew...