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 7. Audio Adrenaline

This is the final chapter on the 2D game that we have been working on. Although our Robo Racer 2D game is almost complete, there is one element that we have yet to include to make it a complete game. Unless you like silent movies, you have probably noticed that we don't have any audio in this game. Most games depend on audio, and ours is no exception. In this chapter, we will cover audio and a few other housekeeping items.

  • Audio formats: It is important to understand how audio is represented in computers and how it is used in games. We will discuss sample rates and bits and help you understand how audio works.

  • Audio engine: We need some kind of audio engine to integrate audio into our game. We will discuss FMOD, a very popular engine that allows you to easily integrate audio using C++.

  • SFX: Sound effects play a huge role in most games and, we will add sound effects to our game to bring it to life.

  • Music: Most games utilize some kind of music. Music is handled...