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

Getting Started with OpenGL

In the previous three chapters, we rendered 2D objects called sprites in our tiny Bazooka game using the Simple and Fast Media Library (SFML). At the core of SFML is OpenGL; this is used to render anything on screen, including 2D objects.

SFML does a great job of putting everything in a nice little package, and this allows us to get a 3D game going very quickly. However, in order to understand how a graphics library actually works, we need to learn how OpenGL works by delving deeper into how to use it so that we can render anything on the screen.

In this chapter, we will discover how to use a graphics library, such as OpenGL, in order to render 3D objects in any scene. We will cover the following topics:

  • What is OpenGL?
  • Creating our first OpenGL project
  • Creating a window and ClearScreen
  • Creating a Mesh class
  • Creating a Camera class
  • The Shaderloader...