So, this is the final summary of this book. In this book, we journeyed from creating a basic game in Simple and Fast Multimedia Library (SFML), which uses OpenGL for rendering, to showing how a rendering API fits into the whole scheme when making a game.
We then created a complete physics-based game from the ground up, using our own mini game engine. Apart from just drawing objects using the high-level OpenGL graphics API, we also added bullet physics to take care of game physics and contact detection between game objects. We also added some text rendering to make the score visible to the player, and we also learned about basic lighting to do lighting calculations for our small scene in order to make the scene a little more interesting.
Finally, we moved on to the Vulkan rendering API, which is a low-level graphics library. In comparison to OpenGL, which we used to make...