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C++ Game Development By Example
C++ Game Development By Example

C++ Game Development By Example: Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming

By Siddharth Shekar
$26.99 $17.99
Book May 2019 420 pages 1st Edition
eBook
$26.99 $17.99
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eBook
$26.99 $17.99
Print
$38.99
Subscription
$15.99 Monthly

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Product Details


Publication date : May 3, 2019
Length 420 pages
Edition : 1st Edition
Language : English
ISBN-13 : 9781789535303
Category :
Table of content icon View table of contents Preview book icon Preview Book

C++ Game Development By Example

Section 1: Basic Concepts

This section covers some basic concepts of C++ game development. We need to have a good understanding of math, programming, and computer graphics to get ready for the later sections in the book.

The following chapters are in this section:

Chapter 1, C++ Concepts

Chapter 2, Mathematics and Graphics Concepts

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Key benefits

  • Learn how you can build basic 2D and complex 3D games with C++
  • Understand shadows, texturing, lighting, and rendering in 3D game development using OpenGL
  • Uncover modern graphics programming techniques and GPU compute methods using the Vulkan API

Description

Although numerous languages are currently being used to develop games, C++ remains the standard for fabricating expert libraries and tool chains for game development. This book introduces you to the world of game development with C++. C++ Game Development By Example starts by touching upon the basic concepts of math, programming, and computer graphics and creating a simple side-scrolling action 2D game. You'll build a solid foundation by studying basic game concepts such as creating game loops, rendering 2D game scenes using SFML, 2D sprite creation and animation, and collision detection. The book will help you advance to creating a 3D physics puzzle game using modern OpenGL and the Bullet physics engine. You'll understand the graphics pipeline, which entails creating 3D objects using vertex and index buffers and rendering them to the scene using vertex and fragment shaders. Finally, you'll create a basic project using the Vulkan library that'll help you get to grips with creating swap chains, image views, render passes, and frame buffers for building high-performance graphics in your games. By the end of this book, you’ll be ready with 3 compelling projects created with SFML, the Vulkan API, and OpenGL, and you'll be able take your game and graphics programming skills to the next level.

What you will learn

Understand shaders and how to write a basic vertex and fragment shader Build a Visual Studio project and add SFML to it Discover how to create sprite animations and a game character class Add sound effects and background music to your game Grasp how to integrate Vulkan into Visual Studio Create shaders and convert them to the SPIR-V binary format

What do you get with eBook?

Product feature icon Instant access to your Digital eBook purchase
Product feature icon Download this book in EPUB and PDF formats
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
Buy Now

Product Details


Publication date : May 3, 2019
Length 420 pages
Edition : 1st Edition
Language : English
ISBN-13 : 9781789535303
Category :

Table of Contents

18 Chapters
Preface Chevron down icon Chevron up icon
Section 1: Basic Concepts Chevron down icon Chevron up icon
C++ Concepts Chevron down icon Chevron up icon
Mathematics and Graphics Concepts Chevron down icon Chevron up icon
Section 2: SFML 2D Game Development Chevron down icon Chevron up icon
Setting Up Your Game Chevron down icon Chevron up icon
Creating Your Game Chevron down icon Chevron up icon
Finalizing Your Game Chevron down icon Chevron up icon
Section 3: Modern OpenGL 3D Game Development Chevron down icon Chevron up icon
Getting Started with OpenGL Chevron down icon Chevron up icon
Building on the Game Objects Chevron down icon Chevron up icon
Enhancing Your Game with Collision, Loops, and Lighting Chevron down icon Chevron up icon
Section 4: Rendering 3D Objects with Vulkan Chevron down icon Chevron up icon
Getting Started with Vulkan Chevron down icon Chevron up icon
Preparing the Clear Screen Chevron down icon Chevron up icon
Creating Object Resources Chevron down icon Chevron up icon
Drawing Vulkan Objects Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

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