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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 created all the resources required to render the geometry. First of all, we added the Mesh class, which has vertex and index information for all the mesh types, including triangle, quad, cube, and sphere. Then, we created the ObjectBuffers class, which was used to store and bind the buffers to the GPU memory using the VkTool file. We also created a separate descriptor class, which has our descriptor set layout and pool. In addition, we created descriptor sets. Finally, we created the SPIRV bytecode shader files, which were compiled from the GLSL shader.

In the next chapter, we will use the resources we created here to draw our first colored geometry.

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