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C++ Game Development By Example

You're reading from   C++ Game Development By Example Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming

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Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781789535303
Length 420 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Table of Contents (18) Chapters Close

Preface 1. Section 1: Basic Concepts
2. C++ Concepts FREE CHAPTER 3. Mathematics and Graphics Concepts 4. Section 2: SFML 2D Game Development
5. Setting Up Your Game 6. Creating Your Game 7. Finalizing Your Game 8. Section 3: Modern OpenGL 3D Game Development
9. Getting Started with OpenGL 10. Building on the Game Objects 11. Enhancing Your Game with Collision, Loops, and Lighting 12. Section 4: Rendering 3D Objects with Vulkan
13. Getting Started with Vulkan 14. Preparing the Clear Screen 15. Creating Object Resources 16. Drawing Vulkan Objects 17. Other Books You May Enjoy

Creating Object Resources

In the previous chapter, we got our clear screen working and created the Vulkan instance. We also created the logical device, the swapchain, the render targets, and the views, as well as the draw command buffer, to record and submit commands to the GPU. Using it, we were able to have a purple clear screen. We haven't drawn any geometry yet, but we are now ready to do so.

In this chapter, we will get most of the things that we need ready to render the geometries. We have to create vertex, index, and uniform buffers. The vertex, index, and uniform buffers will have information regarding the vertex attributes, such as position, color, normal and texture coordinates; index information will have the indices of the vertices we want to draw, and uniform buffers will have information such as a novel view projection matrix.

We will need to create a descriptor...

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