Book Image

C++ Game Development By Example

By : Siddharth Shekar
Book Image

C++ Game Development By Example

By: Siddharth Shekar

Overview of this book

Although numerous languages are currently being used to develop games, C++ remains the standard for fabricating expert libraries and tool chains for game development. This book introduces you to the world of game development with C++. C++ Game Development By Example starts by touching upon the basic concepts of math, programming, and computer graphics and creating a simple side-scrolling action 2D game. You'll build a solid foundation by studying basic game concepts such as creating game loops, rendering 2D game scenes using SFML, 2D sprite creation and animation, and collision detection. The book will help you advance to creating a 3D physics puzzle game using modern OpenGL and the Bullet physics engine. You'll understand the graphics pipeline, which entails creating 3D objects using vertex and index buffers and rendering them to the scene using vertex and fragment shaders. Finally, you'll create a basic project using the Vulkan library that'll help you get to grips with creating swap chains, image views, render passes, and frame buffers for building high-performance graphics in your games. By the end of this book, you’ll be ready with 3 compelling projects created with SFML, the Vulkan API, and OpenGL, and you'll be able take your game and graphics programming skills to the next level.
Table of Contents (18 chapters)
Free Chapter
1
Section 1: Basic Concepts
4
Section 2: SFML 2D Game Development
8
Section 3: Modern OpenGL 3D Game Development
12
Section 4: Rendering 3D Objects with Vulkan

Adding lighting

Finally, let's add some lighting to the objects in the scene, just to make the objects more interesting to look at. We'll do this by allowing the light renderer to be drawn in the scene. Here, the light is originating from the center of this sphere. Using the position of the light source, we will calculate whether a pixel is lit or not, as follows:

The picture on the left shows the scene unlit. In contrast, the scene on the right is lit with the earth sphere and the ground is affected by the light source. The surface that is facing the light is brightest, for example, at the top of the sphere. This creates a Specular at the top of the sphere. Since the surface is farther from/at an angle to the light source, those pixel values slowly diffuse. Then, there are surfaces that are not facing the light source at all, such as the side of the ground facing us...