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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

Synchronizing the object

The process of drawing is actually asynchronous, meaning that the GPU might have to wait until the CPU has finished its current job. For example, using the constant buffer, we send instructions to the GPU to update each frame of the model view projection matrix. Now, if the GPU doesn't wait for the CPU to get the uniform buffer for the current frame, then the object would not be rendered correctly.

To make sure that the GPU only executes when the CPU has done its work, we need to synchronize the CPU and GPU. This can be done using two types synchronization objects:

  • The first is fences. Fences are synchronization objects that synchronize CPU and GPU operations.
  • We have a second kind of synchronization object, called semaphores. Semaphore objects synchronize GPU queues. In the current scene of one triangle that we are rendering, the graphics queue...
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