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C++ Game Development By Example

C++ Game Development By Example

By : Siddharth Shekar
3.3 (7)
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C++ Game Development By Example

C++ Game Development By Example

3.3 (7)
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)
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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

The Camera class

We will create a basic camera class so that we can set the camera's position and set the view and projection matrices. This class will be very similar to the camera class created for the OpenGL project. The camera.h file is as follows:

#pragma once 
 
#define GLM_FORCE_RADIAN 
#include <glm\glm.hpp> 
#include <glm\gtc\matrix_transform.hpp> 
 
class Camera 
{ 
public: 
    
   void init(float FOV, float width, float height, float nearplane, 
float farPlane); void setCameraPosition(glm::vec3 position); glm::mat4 getViewMatrix(); glm::mat4 getprojectionMatrix(); private: glm::mat4 projectionMatrix; glm::mat4 viewMatrix; glm::vec3 cameraPos; };

It has an init function, which takes the FOV, width, and height of the viewport, and the near and far planes to construct the projection matrix. We have a setCameraPosition...

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