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

Coding in 3D


It's time for us to put our theory into practice and create our first 3D scene. To keep things simple, we will go through the steps of placing a cube in 3D space. This is also going to be the start of our 3D game, so let's start by creating a brand new project in Visual Studio.

Creating the project

When we created a project for our 2D game, we started with a standard Windows project and then removed (or ignored) the items that we didn't need to use. In fact, the standard Windows project has a lot of overhead that we don't need. This is because the Windows project template assumes that Windows is going to be in charge of rendering and processing. This came in useful for our 2D project, but just adds a lot of extra code that we don't need.

For this project, we will start with a blank Windows project and then add the necessary code to initialize and create an OpenGL window. Then, we will work our way up from there:

  1. Begin by opening Visual Studio.

  2. Once Visual Studio is open, create a...