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

Adding text

These steps will guide you through how to add text to the game:

  1. Create an sf::Font called headingFont so that we can load the font and then use it to display the name of the game. At the top of the screen, where we created all the variables, create the headingFont variable, as follows:
int score = 0; 
bool gameover = true; 
 
// Text 
sf::Font headingFont;   
  1. In the init() function, right after we loaded bgSprite, load the font using the loadFromFile function:
   // Create Sprite and Attach a Texture 
   bgSprite.setTexture(bgTexture); 
 
   // Load font 
 
   headingFont.loadFromFile("Assets/fonts/SnackerComic.ttf"); 

Since we will need a font to be loaded in from the system, we have to place the font in the fonts directory, which can be found under the Assets directory. Make sure you place the font file there. The font we will be using for the heading...