Book Image

OpenGL Game Development By Example

By : Stephen Madsen, Robert Madsen
Book Image

OpenGL Game Development By Example

By: Stephen Madsen, Robert Madsen

Overview of this book

OpenGL is one of the most popular rendering SDKs used to develop games. OpenGL has been used to create everything from 3D masterpieces running on desktop computers to 2D puzzles running on mobile devices. You will learn to apply both 2D and 3D technologies to bring your game idea to life. There is a lot more to making a game than just drawing pictures and that is where this book is unique! It provides a complete tutorial on designing and coding games from the setup of the development environment to final credits screen, through the creation of a 2D and 3D game. The book starts off by showing you how to set up a development environment using Visual Studio, and create a code framework for your game. It then walks you through creation of two games–a 2D platform game called Roboracer 2D and a 3D first-person space shooter game–using OpenGL to render both 2D and 3D graphics using a 2D coordinate system. You'll create sprite classes, render sprites and animation, and navigate and control the characters. You will also learn how to implement input, use audio, and code basic collision and physics systems. From setting up the development environment to creating the final credits screen, the book will take you through the complete journey of creating a game engine that you can extend to create your own games.
Table of Contents (19 chapters)
OpenGL Game Development By Example
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

A matter of state


Before we move on to actually rendering 2D items, we need to add a state machine to our game. Just as we did in RoboRacer2D, we need to be able to handle several different game states: displaying the splash screen, loading resources, displaying the main menu, running the game, pausing the game, and game over.

Tip

Don't let the word state confuse you as it is used in several different ways in computer programming. We just finished a section on render state, learning how to push and pop this state from the OpenGL stacks. Now, we are talking about game state, which you can think of as the different modes that our game is in. A framework that handles different game states is known as a state machine.

Adding the state machine

Fortunately, we will be able to take some of the code directly from RoboRacer2D. Open up RoboRacer2D.cpp. You can do this from inside the SpaceRacer3D project by clicking File, then Open, and then browsing to RoboRacer2D.cpp. This will allow you to copy information...