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 SPIR-V shader binary

Unlike OpenGL, which takes in GLSL (OpenGL Shading Language) human-readable files for shaders, Vulkan takes in shaders in binary or byte code format. All shaders, whether vertex, fragment, or compute, have to be in byte code format.

SPIR-V is also good for cross-compilation, making porting shader files a lot easier. If you have a Direct3D HLSL shader code, it can be compiled to SPIR-V format and can be used in a Vulkan application, making it very easy to port Direct3D games to Vulkan. The shader is initially written in GLSL, with some minor changes to how we wrote it for OpenGL. A compiler is provided, which compiles the code from GLSL to SPIR-V format. The compiler is included with the Vulkan SDK installation. The basic vertex-shader GLSL code is as follows:

#version 450 
#extension GL_ARB_separate_shader_objects : enable 
 
layout (binding ...