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

State management


Think about it. If we want our game to pause, then we have to set some kind of flag that tells the game that we want it to take a break. We could set up a Boolean:

bool m_isPaused;

We would set m_isPaused to true if the game is paused, and set it to false if the game is running.

The problem with this approach is that there are a lot of special cases that we may run into in a real game. At any time the game might be:

  • Starting

  • Ending

  • Running

  • Paused

These are just some example of game states. A game state is a particular mode that requires special handling. As there can be so many states, we usually create a state manager to keep track of the state we are currently in.

Creating a state manager

The simplest version of a state manager begins with an enum that defines all of the game states. Open RoboRacer.cpp and add the following code just under the include statements:

enum GameState
{
  GS_Running,
  GS_Paused
};

Then go to the variable declarations block and add the following line:

GameState...