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 the ObjectBuffers class

To create object-related buffers, such as vertex, index, and uniform, we will create a new class called ObjectBuffers. In the ObjectBuffers.h file, we will add the required include statements:

#include <vulkan\vulkan.h> 
#include <vector> 
 
#include "Mesh.h"  

Then, we will create the class itself. In the public section, we will add the constructor and the destructor and add the required data types for creating vertex, index, and uniform buffers. We add a vector of the data vertex to set the vertex information of the geometry, create a VkBuffer instance called vertexBuffer to store the vertex buffer, and create a VkDeviceMemory instance called vertexBufferMemory:

  • VkBuffer: This is the handle to the object buffer itself.
  • VkDeviceMemory: Vulkan operates on memory data in the device's memory through the DeviceMemory object...