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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

About Vulkan

With OpenGL, developers have to depend on vendors such as NVIDIA, AMD, and Intel to release appropriate drivers so that they can increase the performance of their games before they are released. This is only possible if the developer is working closely with the vendor. If not, the vendor will only be able to release optimized drivers after the release of the game, and it could take a couple of days to release the new drivers.

Furthermore, if you want to port your PC game to a mobile platform and you are using OpenGL as your renderer, you will need to port the renderer to OpenGLES, which is a subset of OpenGL, where the ES stands for Embedded Systems. Although there are a lot of similarities between OpenGL and OpenGLES, there is still additional work to be done to get it to work on other platforms. To alleviate these issues, Vulkan was introduced. Vulkan gives the...

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