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

Drawing Vulkan Objects

In the previous chapter, we created all the resources that were required for an object to be drawn. In this chapter, we will create the ObjectRenderer class, which will draw an object on the viewport. This class is used so that we have an actual geometric object to draw and view alongside our awesome purple viewport.

We will also learn how to synchronize CPU and GPU operations at the end of the chapter, which will remove the validation error that we got in Chapter 11, Creating Object Resources.

Before we set the scene up for rendering, we have to prepare one last thing for the geometry render; that is, the graphics pipeline. We will begin setting this up next.

In this chapter, we will cover the following topics:

  • Preparing the GraphicsPipeline class
  • The ObjectRenderer class
  • Changes to the VulkanContext class
  • The Camera class
  • Drawing an object
  • Synchronizing...