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

About Vulkan

With OpenGL, developers have to depend on vendors such as NVIDIA, AMD, and Intel to release appropriate drivers so that they can increase the performance of their games before they are released. This is only possible if the developer is working closely with the vendor. If not, the vendor will only be able to release optimized drivers after the release of the game, and it could take a couple of days to release the new drivers.

Furthermore, if you want to port your PC game to a mobile platform and you are using OpenGL as your renderer, you will need to port the renderer to OpenGLES, which is a subset of OpenGL, where the ES stands for Embedded Systems. Although there are a lot of similarities between OpenGL and OpenGLES, there is still additional work to be done to get it to work on other platforms. To alleviate these issues, Vulkan was introduced. Vulkan gives the...