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C++ Game Development By Example

You're reading from  C++ Game Development By Example

Product type Book
Published in May 2019
Publisher Packt
ISBN-13 9781789535303
Pages 420 pages
Edition 1st Edition
Languages
Author (1):
Siddharth Shekar Siddharth Shekar
Profile icon Siddharth Shekar
Toc

Table of Contents (18) Chapters close

Preface 1. Section 1: Basic Concepts
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

Summary

In this chapter, we saw how we can add collision detection between the game objects, and then we finished the game loop by adding controls and scoring. Using the font loading library FreeType, we loaded the TrueType font into our game to add scoring text to the game. Finally, to top it all off, we added lighting to the scene by adding the Phong lighting model to the objects.

There is still a lot that can be added graphically to add more realism to our game, such as framebuffers that add postprocessing effects. We could also add particle effects such as dust and rain. To find out more, I would highly recommend learnopengl.com, as it is an amazing source if you wish to learn more about OpenGL.

In the next chapter, we will start exploring the Vulkan Rendering API and look at how it is different from OpenGL.

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