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Siddharth Shekar - C++ Game Development By Example: Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming

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C++ Game Development By Example: Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming: summary, description and annotation

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Explore modern game programming and rendering techniques to build games using C++ programming language and its popular libraries

Key Features
  • Learn how you can build basic 2D and complex 3D games with C++
  • Understand shadows, texturing, lighting, and rendering in 3D game development using OpenGL
  • Uncover modern graphics programming techniques and GPU compute methods using the Vulkan API
Book Description

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. Youll 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. Youll 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, youll create a basic project using the Vulkan library thatll 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, youll be ready with 3 compelling projects created with SFML, the Vulkan API, and OpenGL, and youll be able take your game and graphics programming skills to the next level.

What you will learn
  • Understand shaders and how to write a basic vertex and fragment shader
  • Build a Visual Studio project and add SFML to it
  • Discover how to create sprite animations and a game character class
  • Add sound effects and background music to your game
  • Grasp how to integrate Vulkan into Visual Studio
  • Create shaders and convert them to the SPIR-V binary format
Who this book is for

If youre a developer keen to learn game development with C++ or get up to date with game development, this book is for you. Some knowledge of C++ programming is assumed.

Table of Contents
  1. C++ Concepts
  2. Mathematics and Graphics Concepts
  3. Setting Up Your Game
  4. Creating your game
  5. Finalizing your Game
  6. Getting started with OpenGL
  7. Building on the game objects
  8. Enhancing your game with Collision, loop, and Lighting
  9. Getting started with Vulkan
  10. Preparing the Clear Screen
  11. Creating Object Resources
  12. Drawing Vulkan Objects

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C Game Development By Example Learn to build games and graphics with - photo 1
C++ Game Development By Example
Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming
Siddharth Shekar

BIRMINGHAM - MUMBAI C Game Development By Example Copyright 2019 Packt - photo 2

BIRMINGHAM - MUMBAI
C++ Game Development By Example

Copyright 2019 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

Commissioning Editor: Kunal Choudhari
Acquisition Editor: Trusha Shriyan
Content Development Editor: Keagan Carneiro
Technical Editor: Leena Patil
Copy Editor: Safis Editing
Language Support Editor : Storm Mann
Project Coordinator: Kinjal Bari
Proofreader: Safis Editing
Indexer: Pratik Shirodkar
Graphics: Alishon Mendonsa
Production Coordinator: Shraddha Falebhai

First published: May 2019

Production reference: 2131219

Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham
B3 2PB, UK.

ISBN 978-1-78953-530-3

www.packtpub.com

To my loving mother, Shanti Shekar, and my caring father, Shekar Rangarajan, for their sacrifices and for exemplifying the power of determination.
Siddharth Shekar
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Contributors
About the author

Siddharth Shekar is a game developer and teacher with over 6 years' industry experience and 12 years' experience in C++ and other programming languages. He is adept at graphics libraries such as OpenGL and Vulkan, and game engines such as Unity and Unreal.

He has published games on the iOS and Android app stores. He has also authored books including Swift Game Development, Mastering Android Game Development with Unity, and Learning iOS 8 Game Development Using Swift, all published by Packt Publishing.

He currently lives in Auckland, New Zealand, and is a lecturer in the games department at Media Design School. He teaches advanced computer graphics programming, PlayStation 4 native game development, and mentors final year production students.

About the reviewers

Simone Angeloni is a software engineer with over 14 years' experience in C/C++. His skill set includes cross-platform development, network communications, embedded systems, multithreading, databases, web applications, low-latency architectures, user interfaces, game development, and visual design. At present, he is the principal software engineer of the R&D department of MRMC, a subsidiary company of Nikon Corporation, where he develops robotic motion control solutions used for live broadcasts, film productions, and photography.

Andreas Oehlke is a professional full-stack software engineer. He holds a bachelor's degree in computer science and loves to experiment with software and hardware. His trademark has always been his enthusiasm and affinity for electronics and computers. His hobbies include game development, building embedded systems, sports, and making music. He currently works full-time as a senior software engineer for a German financial institution. Furthermore, he has worked as a consultant and game developer in San Francisco, CA. He is also the author of LearningLibGDX Game Development, published by Packt Publishing.

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Preface

Computer graphics programming is considered to be one of the hardest subjects to cover, as it involves complex mathematics, programming, and graphics concepts that are intimidating to the average developer. Also, with alternative game engines available, such as Unity and Unreal, it is important to understand graphics programming, as it is a lot easier to make 2D or 3D games using these more sophisticated game engines. These engines also use some rendering APIs, such as OpenGL, Vulkan, Direct3D, and Metal, to draw objects in a scene, and the graphics engine in a game engine constitutes more than 50% of it. Therefore, it is imperative to have some knowledge about graphics programming and graphics APIs.

The objective of this book is to break down this complex subject into bite-sized chunks to make it easy to understand. So, we will start with the basic concepts that are required to understand the math, programming, and graphics basics.

In the next section of the book, we will create a 2D game, initially with Simple and Fast Multimedia Library ( SFML ), which covers the basics that are required to create any game, and with which you can make any game with the utmost ease, without worrying about how a game object is drawn. We will be using SFML just to draw our game objects.

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