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Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn C++ from scratch by building fun games

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781835081747
Length 648 pages
Edition 3rd Edition
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Author (1):
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John Horton John Horton
Author Profile Icon John Horton
John Horton
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Table of Contents (24) Chapters Close

Preface 1. Welcome to Beginning C++ Game Programming Third Edition! FREE CHAPTER 2. Variables, Operators, and Decisions: Animating Sprites 3. C++ Strings, SFML Time: Player Input and HUD 4. Loops, Arrays, Switch, Enumerations, and Functions: Implementing Game Mechanics 5. Collisions, Sound, and End Conditions: Making the Game Playable 6. Object-Oriented Programming – Starting the Pong Game 7. AABB Collision Detection and Physics – Finishing the Pong Game 8. SFML Views – Starting the Zombie Shooter Game 9. C++ References, Sprite Sheets, and Vertex Arrays 10. Pointers, the Standard Template Library, and Texture Management 11. Coding the TextureHolder Class and Building a Horde of Zombies 12. Collision Detection, Pickups, and Bullets 13. Layering Views and Implementing the HUD 14. Sound Effects, File I/O, and Finishing the Game 15. Run! 16. Sound, Game Logic, Inter-Object Communication, and the Player 17. Graphics, Cameras, Action 18. Coding the Platforms, Player Animations, and Controls 19. Building the Menu and Making It Rain 20. Fireballs and Spatialization 21. Parallax Backgrounds and Shaders 22. Other Books You May Enjoy
23. Index

Learning about OpenGL, shaders, and GLSL

The Open Graphics Library (OpenGL) is a programming library that handles 2D as well as 3D graphics. OpenGL works on all major desktop operating systems, and there is also a version that works on mobile devices, known as OpenGL ES.

OpenGL was originally released in 1992. It has been refined and improved over more than twenty years. Furthermore, graphics card manufacturers design their hardware to make it work well with OpenGL. The point of mentioning this is not to give you a history lesson but to explain that it would be a fool’s errand to try and improve upon OpenGL and use it in 2D (and 3D games) on the desktop, especially if we want our game to run on more than just Windows, which is the obvious choice. We are already using OpenGL because SFML uses OpenGL.

Shaders are programs that run on the GPU itself. We’ll find out more about them in the following section.

The programmable pipeline and shaders

Through OpenGL...

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