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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

Summary

In this chapter, we covered the basics of programming—from what variables are and how to store values in them, to looking at operators and statements, to how to decide when each is required. After that, we looked at iterators and functions, which can be used to make our job simpler and automate the code as much as possible. Arrays and pointers help us to group and store data of a similar type, and with struct and enum we can create custom data types. Finally, we looked at classes and inheritance, which is the crux of using C++ and makes it convenient to define our data types with custom properties.

In the next chapter, we will look at the foundation of graphics programming and explore how three-dimensional and two-dimensional objects are displayed on the screen.

You have been reading a chapter from
C++ Game Development By Example
Published in: May 2019
Publisher: Packt
ISBN-13: 9781789535303
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