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

Collideables


There are many times that we may want to check and see whether objects in the game have collided with each other. We may want to see whether the player has struck an obstacle or an enemy. We may have objects that the player can pick up, often called pickups or powerups.

Collectively, objects in the game that can collide with other objects are known as collideables. When we created our Sprite class, we actually it designed for this. Looking at the class constructor, you will notice that member variable m_isCollideable is set to false. When we write our collision detection code, we will ignore objects that have m_isCollideable set to false. If we want to allow an object to collide with other objects, we have to make sure to set m_collideable to true.

Ready to score

To keep our design simple, we are going to create one enemy and one pickup. Running into an enemy will subtract points from the player's score, while running into the pickup will increase the player's score. We will add...