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

Creating Object Resources

In the previous chapter, we got our clear screen working and created the Vulkan instance. We also created the logical device, the swapchain, the render targets, and the views, as well as the draw command buffer, to record and submit commands to the GPU. Using it, we were able to have a purple clear screen. We haven't drawn any geometry yet, but we are now ready to do so.

In this chapter, we will get most of the things that we need ready to render the geometries. We have to create vertex, index, and uniform buffers. The vertex, index, and uniform buffers will have information regarding the vertex attributes, such as position, color, normal and texture coordinates; index information will have the indices of the vertices we want to draw, and uniform buffers will have information such as a novel view projection matrix.

We will need to create a descriptor...