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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

Vulkan validation layers and extensions

Before we jump into creating the Vulkan application, we have to check for application validation layers and extensions. Let's go over these in more detail:

  • Validation layers: Since so much control is given to developers, it is also possible for the developers to implement the Vulkan applications in an incorrect manner. The Vulkan validation layers check for such errors and tell the developer that they are doing something wrong and need to fix it.
  • Extensions: Over the course of the development of the Vulkan API, new features may be introduced to newer GPUs. To keep Vulkan up to date, we need to extend its functionality by adding extensions.

One example of this is the introduction of Ray Tracing in the RTX series of GPUs. In Vulkan, a new extension was created to support this change in the hardware by NVIDIA, that is, Vk_NV_ray_tracing...

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