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 Descriptor class

Unlike OpenGL, where we had uniform buffers to pass in the model, view, projection, and other kinds of data, Vulkan has descriptors. In descriptors, we have to first specify the layout of the buffer, as well as the binding location, count, type of descriptor, and the shader stage it is associated with.

Once the descriptor layout is created with the different types of descriptors, we have to create a descriptor pool for the number-swapchain image count because the uniform buffer will be set for each time per frame.

After that, we can allocate and populate the descriptor sets for both the frames. The allocation of data will be done from the pool.

We will create a new class for creating the descriptor set, layout binding, pool, and allocating and populating the descriptor sets. Create a new class called Descriptor. In the Descriptor.h file, add the following...