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 SwapChain

While the scene is rendered, the buffers are swapped and presented to the window surface. The surface is platform-dependent and, depending upon the operating system, we have to choose the surface format accordingly. For the scene to be presented properly, we create the SwapChain, depending upon the surface format, presentation mode, and the extent, meaning the width and height, of the picture that the window can support.

In Chapter 10, Drawing Vulkan Objects, when we chose the GPU device to use, we retrieved the properties of the device, such as the surface format and the presentation modes it supports. While we create the SwapChain, we match and check the surface format and the presentation that is available from the device, and that is also supported by the window to create the SwapChain object itself.

We create a new class called SwapChain and add the following...