Book Image

Beginning C++ Game Programming - Second Edition

By : John Horton
Book Image

Beginning C++ Game Programming - Second Edition

By: John Horton

Overview of this book

The second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019, SFML, and modern C++ programming techniques. With this book, you’ll get a fun introduction to game programming by building five fully playable games of increasing complexity. You’ll learn to build clones of popular games such as Timberman, Pong, a Zombie survival shooter, a coop puzzle platformer and Space Invaders. The book starts by covering the basics of programming. You’ll study key C++ topics, such as object-oriented programming (OOP) and C++ pointers, and get acquainted with the Standard Template Library (STL). The book helps you learn about collision detection techniques and game physics by building a Pong game. As you build games, you’ll also learn exciting game programming concepts such as particle effects, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. Finally, you’ll explore game design patterns to enhance your C++ game programming skills. By the end of the book, you’ll have gained the knowledge you need to build your own games with exciting features from scratch
Table of Contents (25 chapters)
23
Chapter 23: Before You Go...

OpenGL, Shaders, and GLSL

The Open Graphics Library (OpenGL) is a programming library that handles 2D as well as 3D graphics. OpenGL works on all major desktop operating systems and there is also a version that works on mobile devices, known as OpenGL ES.

OpenGL was originally released in 1992. It has been refined and improved over more than twenty years. Furthermore, graphics card manufacturers design their hardware to make it work well with OpenGL. The point of mentioning this is not for the history lesson but to explain that it would be a fool's errand to try and improve upon OpenGL and use it in 2D (and 3D games) on the desktop, especially if we want our game to run on more than just Windows, which is the obvious choice. We are already using OpenGL because SFML uses OpenGL. Shaders are programs that run on the GPU itself. We'll find out more about them in the following section.

The programmable pipeline and shaders

Through OpenGL, we have access to what is called...