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

Asteroid slalom


It's now time to implement the final feature of this chapter. We are going to implement a slalom race with a twist. In a typical slalom, the point is to race around each obstacle without touching it. To keep things simple, we are going to race through each asteroid. If you successfully pass through each asteroid, you win the race.

Setting up collision detection

In order to determine whether you have passed through an asteroid, we have to implement some 3D collision detection. There are many types of collision detection, but we are going to keep it simple and implement spherical collision detection.

Spherical collision detection is a simple check to see whether the center of two 3D objects are within a certain distance of each other. As our asteroids are spheres, this will be a pretty accurate indication as to whether we have collided with one. The ship, however, is not a sphere, so this technique isn't perfect.

Let's start our collision detection coding by adding the appropriate...