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 audio

Let's add some audio to the game to make it a little more interesting. This will also provide audio feedback to the player to tell them whether the rocket was fired or an enemy was hit.

SFML supports .wav or .ogg files, but it doesn't support .mp3 files. For this project, all the files will be in the .ogg file format as it is good for compression and is also cross-platform compatible. To start, place the audio files in the Audio directory in the Assets folder of the system. With the audio files in place, we can start playing the audio files.

Audio files can be of two types:

  • The background music, which is of a longer duration and a much higher quality than other files in the game. These files are played using the sf::Music class.
  • Other sound files, such as sound effects which are smaller in size and sometimes of lower quality are played...