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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

Setting Up Your Game

In this chapter, we will start with the basics of how a game is made and what basic graphical components the game requires. Since this book is going to be covering graphics with C++, we will mostly look at what is graphically required from the graphics engine in a game. We will also cover the sound system so that we can make the game more interesting.

To create a basic graphics engine, we will be using the Simple and Fast Multimedia Library (SFML) since this includes most of the functionality that is needed to get a game up and running. The reason for choosing SFML is that it is very basic and easy to understand, unlike other engines and frameworks.

In this chapter, we will create a window for our game and add animations to it. We will also learn how to create and control our player's movements.

The following topics are covered in this chapter:

  • An overview...
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