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

Advanced topics


Unfortunately, for the last two topics, we only have time to give them an honorable mention. I included them because you are going to hear about these topics, and you need to know what these terms mean.

Game physics

Game physics are the rules that define how objects interact with other objects inside the game universe. For example, in SpaceRacer3D, the ship simply passes through the asteroids. However, there could be many other outcomes:

  • The ship and asteroid could bounce off of each other (rebound)

  • The ship could be sucked into the asteroid with the force increasing as the ship got closer (gravity)

  • The asteroid could push against the ship the closer the ship got to it (reverse gravity)

Each of these effects would be programmed into the game. Each of these effects would also create a different kind of gameplay. An entire genre of games known as physics-based games simply define the laws of physics for a game universe and then let things interact to see what will happen.

AI

AI,...