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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 FREE CHAPTER
2. C++ Concepts 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 instances

To use the AppValidationLayerAndExtension class, we have to create a Vulkan instance. To do so, follow these steps:

  1. We will create another class called VulkanInstance. In VulkanInstance.h, add the following code:
#pragmaonce 
#include<vulkan\vulkan.h> 
 
#include"AppValidationLayersAndExtensions.h" 
 
 
classVulkanInstance 
{ 
public: 
   VulkanInstance(); 
   ~VulkanInstance(); 
 
   VkInstance vkInstance; 
 
   void createAppAndVkInstance(,boolenableValidationLayers  
        AppValidationLayersAndExtensions *valLayersAndExtentions); 
 
};  

We're including vulkan.h and AppValidationLayersAndExtentions.h since we will need the required validation layers and extensions when we create the Vulkan instance. We add the constructor, destructor, and instance of VkInstance, as well as a function called ceeateAppAndVkInstance. This function takes...

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