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

Cleaning up the house


We have a pretty complete game. Sure, it's not going to set any records or make anyone rich, but if this is your first game, then congratulations!

We have been remiss in one area: good programming dictates that any time we create an object, we delete it when we are done using it. Up to now, you may be wondering if we were ever going to do this! Well, now is the time.

We made a placeholder for all of these operations in the EndGame function. Now, we will add the necessary code to properly release our resources.

Release sprites

Let's start by clearing out our sprites. It is important to remember that when we remove any resource, we need to make sure that it is also releasing its own resources. This is the purpose of the class destructor. Let's use the Sprite class as an example. Open Sprite.cpp and you should see a destructor defined using the following code:

Sprite::~Sprite()
{
  for (int i = 0; i < m_textureIndex; i++)
  {
    glDeleteTextures(1, &m_textures[i]);...