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

Render pipeline

As I mentioned earlier, we have to convert 3D objects that are made up of vertices and textures and represent them on a 2D screen as pixels on the screen. This is done with what is called a render pipeline. The following diagram explains the steps involved:

A pipeline is simply a series of steps that are carried out one after the other to achieve a certain objective. The stages that are highlighted in the orange boxes (or lightly shaded boxes, if you're reading a black and white copy of this book) in the preceding diagram are fixed, meaning that you cannot modify how the data in the stages is processed. The stages in the blue or darker boxes are programmable stages, meaning that you can write special programs to modify the output. The preceding diagram shows a basic pipeline, which includes the minimum stages we need to complete to render objects. There...