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

Creation 101


Our first task is to load our world. We need a few basic components. First, we need a universe. This universe will contain stars, asteroids, and our space ship. Open up SpaceRacer3D and let's get coding!

Preparing the project

Before we get going, we will need to move some code over from our 2D project. Copy the following files and settings from RoboRacer2D to SpaceRacer3D:

  1. Copy Input.cpp and Input.h—we will use these classes to handle user input.

  2. Copy Sprite.cpp, Sprite.h, SOIL.h, and SOIL.lib—we will use them to support the user interface in the next chapter. You may need to remove the line #include "stdafx.h" from Sprite.cpp.

  3. Copy fmodex.dll—we need this for audio support.

  4. Copy the settings from the project Configuration Properties/C/C++/General/Additional Include Directories setting—this is necessary to provide access to FMOD library:

  5. Copy the settings from the project Configuration Properties/Linker/Input/ Additional Dependencies setting—this is necessary to provide access to the...