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

Chapter 12. Conquer the Universe

Congratulations! You have come this far. If you are reading this chapter, then you have already created two games—a 2D game and a 3D game. Sure, they aren't going to sell and make you a million dollars, but you already completed more games than 90 percent of all people who try.

There is a lot more to learn, and there is no way that we can cover everything in a single book. This chapter will briefly cover a few more topics and hopefully give you at least enough information to experiment further after you are done with the book. In fact, we are going to set up a framework that will allow you to play, so we will call it the playground.

The topics that we will cover include the following:

  • The playground: We will begin by setting up a template that you can use over and over again as you experiment with different features. This template will also be a good starting ground for any future games that you may want to create.

  • Texture mapping: So far, we worked with color...