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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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Toc

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

Summary

We are about a quarter of the way through the process of seeing something being rendered to the viewport. In this chapter, we set the validation layers and the extension that we will need in order to set up Vulkan rendering. We created a Vulkan application and instance and then created a device class so that we can select the physical device. We also created the logical device so that we can interact with the GPU.

In the next chapter, we will create the swapchain itself so that we can swap between buffers, and we will create the render and the depth texture to draw the scene. We will create a render pass to set how the render textures are to be used and then create the draw command buffers, which will execute our draw commands.

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