Book Image

C++ Game Development By Example

By : Siddharth Shekar
Book Image

C++ Game Development By Example

By: Siddharth Shekar

Overview of this book

Although numerous languages are currently being used to develop games, C++ remains the standard for fabricating expert libraries and tool chains for game development. This book introduces you to the world of game development with C++. C++ Game Development By Example starts by touching upon the basic concepts of math, programming, and computer graphics and creating a simple side-scrolling action 2D game. You'll build a solid foundation by studying basic game concepts such as creating game loops, rendering 2D game scenes using SFML, 2D sprite creation and animation, and collision detection. The book will help you advance to creating a 3D physics puzzle game using modern OpenGL and the Bullet physics engine. You'll understand the graphics pipeline, which entails creating 3D objects using vertex and index buffers and rendering them to the scene using vertex and fragment shaders. Finally, you'll create a basic project using the Vulkan library that'll help you get to grips with creating swap chains, image views, render passes, and frame buffers for building high-performance graphics in your games. By the end of this book, you’ll be ready with 3 compelling projects created with SFML, the Vulkan API, and OpenGL, and you'll be able take your game and graphics programming skills to the next level.
Table of Contents (18 chapters)
Free Chapter
1
Section 1: Basic Concepts
4
Section 2: SFML 2D Game Development
8
Section 3: Modern OpenGL 3D Game Development
12
Section 4: Rendering 3D Objects with Vulkan

Enhancing Your Game with Collision, Loops, and Lighting

In this chapter, we will learn how to add collision to detect contact between the ball and the enemy; this will determine the lose condition. We will also check the contact between the ball and the ground to find out whether the player can jump or not. Then, we will finalize the gameplay loop.

Once the gameplay loop is complete, we will be able to add text rendering to show the player their score. To display the necessary text, we will use the FreeType library. This will load in the characters from the font file.

We will also add some basic lighting to the objects in the scene. Lighting will be calculated using the Phong lighting model, and we will cover how this is implemented in practice. To finish the gameplay loop, we will have to add an enemy.

In this chapter, we will cover the following topics:

  • Adding a RigidBody name...