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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

Creating the ObjectBuffers class

To create object-related buffers, such as vertex, index, and uniform, we will create a new class called ObjectBuffers. In the ObjectBuffers.h file, we will add the required include statements:

#include <vulkan\vulkan.h> 
#include <vector> 
 
#include "Mesh.h"  

Then, we will create the class itself. In the public section, we will add the constructor and the destructor and add the required data types for creating vertex, index, and uniform buffers. We add a vector of the data vertex to set the vertex information of the geometry, create a VkBuffer instance called vertexBuffer to store the vertex buffer, and create a VkDeviceMemory instance called vertexBufferMemory:

  • VkBuffer: This is the handle to the object buffer itself.
  • VkDeviceMemory: Vulkan operates on memory data in the device's memory through the DeviceMemory object...
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