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

Setting Up Your Game

In this chapter, we will start with the basics of how a game is made and what basic graphical components the game requires. Since this book is going to be covering graphics with C++, we will mostly look at what is graphically required from the graphics engine in a game. We will also cover the sound system so that we can make the game more interesting.

To create a basic graphics engine, we will be using the Simple and Fast Multimedia Library (SFML) since this includes most of the functionality that is needed to get a game up and running. The reason for choosing SFML is that it is very basic and easy to understand, unlike other engines and frameworks.

In this chapter, we will create a window for our game and add animations to it. We will also learn how to create and control our player's movements.

The following topics are covered in this chapter:

  • An overview...