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

Making a splash


A splash menu adds a touch of class to your game and also does a little bragging. Typically, the splash screen shows off your company logo. In fact, many game projects have multiple studios that work on them, so there are often multiple splash screens. We will use just one!

It is important to get the splash screen up and running as soon as possible, so we will do that before we perform any other loading. Part of the function of a splash screen is to give the player something pretty to look at while the rest of the game is loading.

Creating the splash screen

It's up to you to create a splash screen that defines your game. For convenience, we have included one in the code resource package for this chapter called splash.png. Make sure you copy splash.png into your project. The only requirement for the splash image is that it is 800 x 600 pixels, the same resolution as our game screen.

Defining the splash screen

As with all images in this game, we will implement the splash screen...