Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
OpenGL Game Development By Example
OpenGL Game Development By Example

OpenGL Game Development By Example: Design and code your own 2D and 3D games efficiently using OpenGL and C++

eBook
$35.99 $51.99
Paperback
$65.99
Subscription
Free Trial
Renews at $19.99p/m

What do you get with a Packt Subscription?

Free for first 7 days. $19.99 p/m after that. Cancel any time!
Product feature icon Unlimited ad-free access to the largest independent learning library in tech. Access this title and thousands more!
Product feature icon 50+ new titles added per month, including many first-to-market concepts and exclusive early access to books as they are being written.
Product feature icon Innovative learning tools, including AI book assistants, code context explainers, and text-to-speech.
Product feature icon Thousands of reference materials covering every tech concept you need to stay up to date.
Subscribe now
View plans & pricing
Table of content icon View table of contents Preview book icon Preview Book

OpenGL Game Development By Example

Chapter 2. Your Point of View

Imagine that you are making a video. You've got your cell phone out, and you point it at the area that you want to shoot and press record. You're taking a video of the Grand Canyon, so you have to pan the camera around to get the whole scene in. Suddenly, a bird flies past the field of view, and you've captured the whole scene.

The preceding scenario is pretty much how games work as well. The game has a virtual camera that can be positioned and even moved around. Similarly to the video camera on your cell phone, the game camera can only see a part of the game world, so sometimes you have to move it around. Any game objects that move in front of the camera will be seen by the player.

This chapter will explain how things are rendered in the game. Rendering is the process of actually displaying images on the screen. In order to get your get your game onto the screen, you will need to have a solid understating of the following terms:

  • Coordinate...

Plotting your revenge

Okay, so you're not really plotting your revenge. But you are plotting everything in your game as if you were putting it all down on a piece of graph paper. Remember high-school geometry? You got out your graph paper, drew a couple of lines for the X and Y axis, and the plotted points on the graph. OpenGL works in pretty much the same way.

The OpenGL coordinate system

The OpenGL coordinate system is a standard X and Y axis system that you have most likely learned all your life. You can conceptualize (0, 0) as being the center of the screen.

Let's say that we want to display a moving car on the screen. We could start by plotting our car at position (5, 5) in the coordinate plane. If we then moved the car from (5, 5) to (6, 5), then (7, 5), and so forth, the car would move to the right (and eventually leave the screen), as illustrated in the following figure:

The OpenGL coordinate system

We haven't been completely honest with you. Since OpenGL is a 3D rendering engine, there is actually...

Introducing textures

Images in games are called textures. Textures allow us to use real world images to paint our world. Think about what it would take to create a dirt road. You could either color the triangles in exactly the right way to make the overall scene look like dirt, or you could apply an actual image (that is, a texture) of dirt to the triangles. Which of these do you think would look more realistic?

Using textures to fill the triangles

Let's say that you are going to paint your bedroom. You can either use paint to color the walls, or you could buy some wallpaper and put that on your walls. Using images to add color to our triangles is pretty much like using wallpaper to color our bedroom walls. The image is applied to the triangle, giving it a more complex appearance than what could be created by color alone:

Using textures to fill the triangles

When we want to get really tricky, we use textures to fill the inside of our triangles instead of colors. A marble texture has been applied to the triangle in the preceding...

Putting the pieces together

The following image is a composite that illustrates most of the concepts we have covered so far. See if you can you identify the following:

  • The transparent areas
  • The triangles
  • The vertices
  • The pivot point
  • The texture
  • The quad
Putting the pieces together

Summary

This chapter has covered the core concepts that are required to display images on your screen. We started by discussing the OpenGL coordinate system for a 2D game. The coordinate system allows you to place objects on the screen. This was followed by a discussion about the camera, OpenGL's way of viewing objects that appear on your screen.

Next, you learned how triangles and quads are used to create simple graphics, and how textures can be applied to these primitives to render 2D images to the screen.

You could finally see an image on your screen that has been rendered by OpenGL. As they say, a picture is worth a thousand lines of code!

In the next chapter, you will learn how to turn your still photography into moving pictures through the wonder of animation!

Left arrow icon Right arrow icon

Key benefits

  • Create 2D and 3D games completely, through a series of end-to-end game projects
  • Learn to render high performance 2D and 3D graphics using OpenGL
  • Implement a rudimentary game engine using step-by-step code

Description

OpenGL is one of the most popular rendering SDKs used to develop games. OpenGL has been used to create everything from 3D masterpieces running on desktop computers to 2D puzzles running on mobile devices. You will learn to apply both 2D and 3D technologies to bring your game idea to life. There is a lot more to making a game than just drawing pictures and that is where this book is unique! It provides a complete tutorial on designing and coding games from the setup of the development environment to final credits screen, through the creation of a 2D and 3D game. The book starts off by showing you how to set up a development environment using Visual Studio, and create a code framework for your game. It then walks you through creation of two games–a 2D platform game called Roboracer 2D and a 3D first-person space shooter game–using OpenGL to render both 2D and 3D graphics using a 2D coordinate system. You'll create sprite classes, render sprites and animation, and navigate and control the characters. You will also learn how to implement input, use audio, and code basic collision and physics systems. From setting up the development environment to creating the final credits screen, the book will take you through the complete journey of creating a game engine that you can extend to create your own games.

Who is this book for?

If you are a prospective game developer with some experience using C++, then this book is for you. Both prospective and experienced game programmers will find nuggets of wisdom and practical advice as they learn to code two full games using OpenGL, C++, and a host of related tools.

What you will learn

  • Set up your development environment in Visual Studio using OpenGL
  • Use 2D and 3D coordinate systems
  • Implement an input system to handle the mouse and the keyboard
  • Create a state machine to handle complex changes in the game
  • Load, display, and manipulate both 2D and 3D graphics
  • Implement collision detection and basic physics
  • Discover the key components needed to complete a polished game
  • Handle audio files and implement sound effects and music

Product Details

Country selected
Publication date, Length, Edition, Language, ISBN-13
Publication date : Mar 08, 2016
Length: 340 pages
Edition : 1st
Language : English
ISBN-13 : 9781783288199
Languages :
Tools :

What do you get with a Packt Subscription?

Free for first 7 days. $19.99 p/m after that. Cancel any time!
Product feature icon Unlimited ad-free access to the largest independent learning library in tech. Access this title and thousands more!
Product feature icon 50+ new titles added per month, including many first-to-market concepts and exclusive early access to books as they are being written.
Product feature icon Innovative learning tools, including AI book assistants, code context explainers, and text-to-speech.
Product feature icon Thousands of reference materials covering every tech concept you need to stay up to date.
Subscribe now
View plans & pricing

Product Details

Publication date : Mar 08, 2016
Length: 340 pages
Edition : 1st
Language : English
ISBN-13 : 9781783288199
Languages :
Tools :

Packt Subscriptions

See our plans and pricing
Modal Close icon
$19.99 billed monthly
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Simple pricing, no contract
$199.99 billed annually
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just $5 each
Feature tick icon Exclusive print discounts
$279.99 billed in 18 months
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just $5 each
Feature tick icon Exclusive print discounts

Frequently bought together


Stars icon
Total $ 205.97
OpenGL ??? Build high performance graphics
$84.99
OpenGL Data Visualization Cookbook
$54.99
OpenGL Game Development By Example
$65.99
Total $ 205.97 Stars icon

Table of Contents

13 Chapters
1. Building the Foundation Chevron down icon Chevron up icon
2. Your Point of View Chevron down icon Chevron up icon
3. A Matter of Character Chevron down icon Chevron up icon
4. Control Freak Chevron down icon Chevron up icon
5. Hit and Run Chevron down icon Chevron up icon
6. Polishing the Silver Chevron down icon Chevron up icon
7. Audio Adrenaline Chevron down icon Chevron up icon
8. Expanding Your Horizons Chevron down icon Chevron up icon
9. Super Models Chevron down icon Chevron up icon
10. Expanding Space Chevron down icon Chevron up icon
11. Heads Up Chevron down icon Chevron up icon
12. Conquer the Universe Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

Top Reviews
Rating distribution
Full star icon Full star icon Half star icon Empty star icon Empty star icon 2.7
(6 Ratings)
5 star 16.7%
4 star 33.3%
3 star 0%
2 star 0%
1 star 50%
Filter icon Filter
Top Reviews

Filter reviews by




Robert Madsen Aug 12, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Full disclosure...I am the author of this book. I recognize the criticisms that the book is written to OpenGL 1.1. Keep in mind three things: (1) This book is intended as a primer. The reason for using OpenGL 1.1 is because that is the version that comes universally on all Windows PCs and therefore it is widely available and already pre-installed. (2) There is nothing taught in the book that is invalidated by newer versions of OpenGL, and (3) The book is much more that a book about OpenGL...it is a book about game development using OpenGL. In that regard, it covers other features of game development including good game design, audio, and UI. The reader creates 2 prototype games--one in 2D and one in 3D.I'll admit this is not an advanced OpenGL book...there are other books that fulfill that purpose. However, this book does exactly what the description says it does. It provides a beginner a good understanding of developing 2D and 3D games.Thanks for all of your comments.
Amazon Verified review Amazon
yetiman123 Mar 19, 2018
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
Outdated a bit, but it works.
Amazon Verified review Amazon
Jairo Supelano Jul 29, 2020
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
About the objective of the text it more or less complies with it; it guides the user through the process of using OpenGL to develop both 2D and 3D games (intro level), and it gives pointers about free and open source tools that may help in the process, yet it makes use of things like GLUT, which must be avoided since is old, its use require things that are not part of C++ standard and is not a standard itself and is not always available, and it uses it for things like glutGet(GLUT_ELAPSED_TIME) which could be replaced by things like GetTickCount() since all examples are intended to run on Windows only (there are other alternatives which require to use at least C++ 11 or above, which would not be a problem with the tools used along the text).On the other hand the code examples where not verified for typos, and they would not even compile in the way they are presented in the text; from missing semi-colons to wrong type of parameters, to simply telling the user to include some files, but displayed in screenshots with the wrong name. Is obvious that the code was not copied from working code and was not tested before placing it in the text
Amazon Verified review Amazon
Amazon Customer Mar 10, 2016
Full star icon Empty star icon Empty star icon Empty star icon Empty star icon 1
Absolutely terrible. Very shallow introduction to OpenGL, with nothing about shaders or modern pipeline, no scene graph, no proper model loading, nothing about lighting a scene... this book is just useless. You can find much better information online, on great websites like (...) and (...)
Amazon Verified review Amazon
Gabor Szauer Mar 23, 2016
Full star icon Empty star icon Empty star icon Empty star icon Empty star icon 1
I got this book after reading Packt's other great books on shaders and OpenGL. I expected this to be great as well, it is not.The entire book focuses on the VERY outdated OpenGL 1.1 API. And even at that it does a poor job. The amount of information covered in this book is so low i can't even rant about it. The book does not even mention vertex arrays, forget about anything with buffer in the name. How did this manage to find a publisher and get published? If you want to get a good book about legacy OpenGL, go with OpenGL Game Programming, First edition/
Amazon Verified review Amazon
Get free access to Packt library with over 7500+ books and video courses for 7 days!
Start Free Trial

FAQs

What is included in a Packt subscription? Chevron down icon Chevron up icon

A subscription provides you with full access to view all Packt and licnesed content online, this includes exclusive access to Early Access titles. Depending on the tier chosen you can also earn credits and discounts to use for owning content

How can I cancel my subscription? Chevron down icon Chevron up icon

To cancel your subscription with us simply go to the account page - found in the top right of the page or at https://subscription.packtpub.com/my-account/subscription - From here you will see the ‘cancel subscription’ button in the grey box with your subscription information in.

What are credits? Chevron down icon Chevron up icon

Credits can be earned from reading 40 section of any title within the payment cycle - a month starting from the day of subscription payment. You also earn a Credit every month if you subscribe to our annual or 18 month plans. Credits can be used to buy books DRM free, the same way that you would pay for a book. Your credits can be found in the subscription homepage - subscription.packtpub.com - clicking on ‘the my’ library dropdown and selecting ‘credits’.

What happens if an Early Access Course is cancelled? Chevron down icon Chevron up icon

Projects are rarely cancelled, but sometimes it's unavoidable. If an Early Access course is cancelled or excessively delayed, you can exchange your purchase for another course. For further details, please contact us here.

Where can I send feedback about an Early Access title? Chevron down icon Chevron up icon

If you have any feedback about the product you're reading, or Early Access in general, then please fill out a contact form here and we'll make sure the feedback gets to the right team. 

Can I download the code files for Early Access titles? Chevron down icon Chevron up icon

We try to ensure that all books in Early Access have code available to use, download, and fork on GitHub. This helps us be more agile in the development of the book, and helps keep the often changing code base of new versions and new technologies as up to date as possible. Unfortunately, however, there will be rare cases when it is not possible for us to have downloadable code samples available until publication.

When we publish the book, the code files will also be available to download from the Packt website.

How accurate is the publication date? Chevron down icon Chevron up icon

The publication date is as accurate as we can be at any point in the project. Unfortunately, delays can happen. Often those delays are out of our control, such as changes to the technology code base or delays in the tech release. We do our best to give you an accurate estimate of the publication date at any given time, and as more chapters are delivered, the more accurate the delivery date will become.

How will I know when new chapters are ready? Chevron down icon Chevron up icon

We'll let you know every time there has been an update to a course that you've bought in Early Access. You'll get an email to let you know there has been a new chapter, or a change to a previous chapter. The new chapters are automatically added to your account, so you can also check back there any time you're ready and download or read them online.

I am a Packt subscriber, do I get Early Access? Chevron down icon Chevron up icon

Yes, all Early Access content is fully available through your subscription. You will need to have a paid for or active trial subscription in order to access all titles.

How is Early Access delivered? Chevron down icon Chevron up icon

Early Access is currently only available as a PDF or through our online reader. As we make changes or add new chapters, the files in your Packt account will be updated so you can download them again or view them online immediately.

How do I buy Early Access content? Chevron down icon Chevron up icon

Early Access is a way of us getting our content to you quicker, but the method of buying the Early Access course is still the same. Just find the course you want to buy, go through the check-out steps, and you’ll get a confirmation email from us with information and a link to the relevant Early Access courses.

What is Early Access? Chevron down icon Chevron up icon

Keeping up to date with the latest technology is difficult; new versions, new frameworks, new techniques. This feature gives you a head-start to our content, as it's being created. With Early Access you'll receive each chapter as it's written, and get regular updates throughout the product's development, as well as the final course as soon as it's ready.We created Early Access as a means of giving you the information you need, as soon as it's available. As we go through the process of developing a course, 99% of it can be ready but we can't publish until that last 1% falls in to place. Early Access helps to unlock the potential of our content early, to help you start your learning when you need it most. You not only get access to every chapter as it's delivered, edited, and updated, but you'll also get the finalized, DRM-free product to download in any format you want when it's published. As a member of Packt, you'll also be eligible for our exclusive offers, including a free course every day, and discounts on new and popular titles.