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

Setting up the OpenGL window


We are now going to add the code required to create an OpenGL window. We did this once for RoboRacer2D, but now, we are creating a 3D game and there will be some differences. Here's a look at what we need to do:

  1. Include header files.

  2. Define global variables.

  3. Create the OpenGL window.

  4. Initialize the OpenGL window.

  5. Size the OpenGL window.

  6. Remove the OpenGL window.

  7. Create the Windows event handler.

  8. Create the WinMain function.

Notice that we still have to create some code to satisfy Windows. We need an event handler to process Windows events, and we still need a main function to serve as the program entry point and run the main program loop. Everything else in this list is used to set up the OpenGL environment.

Tip

I listed the functions tasks that we need in an order that makes logical sense. When we actually implement the code, we will create things in a slightly different order. This is because some functions require another function to already be defined. For example,...