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

Keyboard input

It is great that we are able to add shapes, sprites, and textures; however, computer games, by nature, are interactive. We will need to allow players to use keyboard inputs so that they can access the game's content. But how do we know which button the player is pressing? Well, that is handled through the polling of events. Polling just checks the status of the keys regularly; events are used to check whether an event was triggered, such as the closing of the viewport.

SFML provides the sf::Event class so that we can poll events. We can use the pollEvent function of the window to check for events that may be occurring, such as a player pressing a button.

Create a new function called updateInput(). Here, we will create a new object of the sf::Event class called event. We will create a while loop called window.pollEvent and then pass in the event variable to...