OpenGL Game Development By Example

Design and code your own 2D and 3D games efficiently using OpenGL and C++

OpenGL Game Development By Example

This ebook is included in a Mapt subscription
Robert Madsen, Stephen Madsen

1 customer reviews
Design and code your own 2D and 3D games efficiently using OpenGL and C++
$10.00
$59.99
RRP $47.99
RRP $59.99
eBook
Print + eBook
Preview in Mapt

Book Details

ISBN 139781783288199
Paperback340 pages

Book 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.

Table of Contents

Chapter 1: Building the Foundation
Introducing the development environment
The game loop
Introducing OpenGL
Summary
Chapter 2: Your Point of View
Plotting your revenge
Introducing textures
Putting the pieces together
Summary
Chapter 3: A Matter of Character
Spritely speaking
Creating sprites
Rendering
A moving example
Using an atlas
Summary
Chapter 4: Control Freak
A penny for your input
Someone is listening
Graphical User Interface
State management
Summary
Chapter 5: Hit and Run
Out of bounds!
Collideables
Circular collision detection
Rectangular collision detection
Summary
Chapter 6: Polishing the Silver
The state of the game
Making a splash
What's on the menu?
Getting some credit
Working with fonts
Level up!
Game over
Summary
Chapter 7: Audio Adrenaline
Bits and bytes
Revving up your engine
Initializing FMOD
Bleeps and bloops
The sound of music
Cleaning up the house
Summary
Chapter 8: Expanding Your Horizons
Into the third dimension!
The camera
Entering the matrix
Coding in 3D
Setting up the OpenGL window
Summary
Chapter 9: Super Models
New Space
A computer in a computer
Drawing your weapons
A modeling career
Summary
Chapter 10: Expanding Space
Creation 101
Taking control
Asteroid slalom
Summary
Chapter 11: Heads Up
Mixing things up
A matter of state
Creating the user interface
Summary
Chapter 12: Conquer the Universe
A fun framework
Texture mapping
Let there be light!
The skybox
Advanced topics
The future
Summary

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

Authors

Table of Contents

Chapter 1: Building the Foundation
Introducing the development environment
The game loop
Introducing OpenGL
Summary
Chapter 2: Your Point of View
Plotting your revenge
Introducing textures
Putting the pieces together
Summary
Chapter 3: A Matter of Character
Spritely speaking
Creating sprites
Rendering
A moving example
Using an atlas
Summary
Chapter 4: Control Freak
A penny for your input
Someone is listening
Graphical User Interface
State management
Summary
Chapter 5: Hit and Run
Out of bounds!
Collideables
Circular collision detection
Rectangular collision detection
Summary
Chapter 6: Polishing the Silver
The state of the game
Making a splash
What's on the menu?
Getting some credit
Working with fonts
Level up!
Game over
Summary
Chapter 7: Audio Adrenaline
Bits and bytes
Revving up your engine
Initializing FMOD
Bleeps and bloops
The sound of music
Cleaning up the house
Summary
Chapter 8: Expanding Your Horizons
Into the third dimension!
The camera
Entering the matrix
Coding in 3D
Setting up the OpenGL window
Summary
Chapter 9: Super Models
New Space
A computer in a computer
Drawing your weapons
A modeling career
Summary
Chapter 10: Expanding Space
Creation 101
Taking control
Asteroid slalom
Summary
Chapter 11: Heads Up
Mixing things up
A matter of state
Creating the user interface
Summary
Chapter 12: Conquer the Universe
A fun framework
Texture mapping
Let there be light!
The skybox
Advanced topics
The future
Summary

Book Details

ISBN 139781783288199
Paperback340 pages
Read More
From 1 reviews

Read More Reviews