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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 a new OpenGL project and added the necessary libraries to get the project working. Then, we created a new window to work with using GLFW. After using a couple more lines of code, we were able to clear the viewport with the color of our choice.

Next, we started preparing some classes that could help us draw objects such as the Mesh class, which defined the shape of the object, and the Camera class, which we use in order to view the object. Then, we created a ShaderLoader class, which helped us create the shader program that is used to draw the object.

With the necessary preparation done, we created a LightRenderer class. This is used to draw an object that represents a light position that's defined by a shape. We used this class to draw our first object.

In the next chapter, we will explore how to draw other objects by adding textures and...

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