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

Moving the enemy

To update the enemy's movement, we will add a tick function that will be called by the rigid body world. In this tick function, we will update the position of the enemy so that the enemy cube moves from the right of the screen to the left. We will also check whether the enemy has gone beyond the left-hand side of the screen.

If it has, then we will reset its position to the right of the screen. To do so, follow these steps:

  1. In this update function, we will also update our gameplay logic and scoring, as well as how we check for contact between the sphere and the enemy and the sphere and the ground. Add the tick function callback prototype to the top of the Main.cpp file, as follows:
   void myTickCallback(btDynamicsWorld *dynamicsWorld, 
btScalar timeStep);
  1. In the TickCallback function, update the position of the enemy, as follows:
void myTickCallback...