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

GLM OpenGL mathematics

To carry out the mathematical operations we've just looked at in OpenGL and Vulkan projects, we will be using a header-only C++ mathematics library called GLM. This was initially developed to be used with OpenGL, but it can be used with Vulkan as well:

The latest version of GLM can be downloaded from https://glm.g-truc.net/0.9.9/index.html.

Apart from being able to create points and perform vector addition and subtraction, GLM can also define matrices, carry out matrix transforms, generate random numbers, and generate noise. The following are a few examples of how these functions can be carried out:

  • To define 2D and 3D points, we will need to include #include <glm/glm.hpp>, which uses the glm namespace. To define a 2D point in space, we use the following code:
glm::vec2 p1 = glm::vec2(2.0f, 10.0f); 
 
Where the 2 arguments passed in are the...