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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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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

Further Reading

To learn more, I wholeheartedly recommend the Vulkan tutorial website: https://vulkan-tutorial.com/. The tutorial also covers how to add textures, depth buffers, model loading, and mipmaps. The code for the book is based on this tutorial, so it should be easy to follow and should help you take the Vulkan code base in the book further:

The source code for the Doom 3 Vulkan renderer is available at https://github.com/DustinHLand/vkDOOM3—it is fun to see the code in practice:

I also recommend reading the blog at https://www.fasterthan.life/blog, as it goes through the journey of porting the Doom 3 OpenGL code to Vulkan. In this book, we let Vulkan allocate and deallocate resources. This blog goes into detail about how memory management is done in Vulkan.

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