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 Renderpass

After creating the SwapChain, we move on to the Renderpass. Here, we specify how many color attachments and depth attachments are present and how many samples to use for each of them for each framebuffer.

As mentioned at the start of this chapter, a framebuffer is a collection of target attachments. Attachments can be of type color, depth, and so on. The color attachment stores the color information that is presented to the viewport. There are other attachments that the end user doesn't see, but that are used internally. This includes depth, for example, which has all the depth information per pixel. In the render pass, apart from the type of attachments, we also specify how the attachments are used.

For this book, we will be presenting what is rendered in a scene to the viewport, so we will just use a single pass. If we add a post-processing effect, we...