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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

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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