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

Summary

In this chapter, we created a new OpenGL project and added the necessary libraries to get the project working. Then, we created a new window to work with using GLFW. After using a couple more lines of code, we were able to clear the viewport with the color of our choice.

Next, we started preparing some classes that could help us draw objects such as the Mesh class, which defined the shape of the object, and the Camera class, which we use in order to view the object. Then, we created a ShaderLoader class, which helped us create the shader program that is used to draw the object.

With the necessary preparation done, we created a LightRenderer class. This is used to draw an object that represents a light position that's defined by a shape. We used this class to draw our first object.

In the next chapter, we will explore how to draw other objects by adding textures and...