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

Synchronizing the object

The process of drawing is actually asynchronous, meaning that the GPU might have to wait until the CPU has finished its current job. For example, using the constant buffer, we send instructions to the GPU to update each frame of the model view projection matrix. Now, if the GPU doesn't wait for the CPU to get the uniform buffer for the current frame, then the object would not be rendered correctly.

To make sure that the GPU only executes when the CPU has done its work, we need to synchronize the CPU and GPU. This can be done using two types synchronization objects:

  • The first is fences. Fences are synchronization objects that synchronize CPU and GPU operations.
  • We have a second kind of synchronization object, called semaphores. Semaphore objects synchronize GPU queues. In the current scene of one triangle that we are rendering, the graphics queue...