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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 FREE CHAPTER
2. C++ Concepts 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

Mathematics and Graphics Concepts

Before we begin rendering objects, it is essential that you are familiar with the math that will be used for the projects in this book. Mathematics plays a crucial role in game development, and graphics programming generally uses vectors and matrices extensively. In this chapter, you will understand where these math concepts can come in handy. First, we'll go over some key mathematical concepts and then apply them so that we can work with space transformations and render pipelines. There are dedicated books that cover all the math-related topics that you'll need for game development. However, since we will be covering graphics programming with C++, other mathematics topics are out of the scope of this book.

In the upcoming chapters, we will be using the OpenGL and Vulkan graphics APIs to render our objects and use the GLM math library...

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