C++ Game Development By Example - Siddharth Shekar

C++ Game Development By Example

Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming
Buch | Softcover
420 Seiten
2019
Packt Publishing Limited (Verlag)
978-1-78953-530-3 (ISBN)
34,90 inkl. MwSt
This book will get you up to speed with the specifics of making games look and feel great, by using modern animation and rendering techniques with the integration of great physics libraries for an improved and realistic user experience.
Explore modern game programming and rendering techniques to build games using C++ programming language and its popular libraries

Key Features

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

Book DescriptionAlthough 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

Who this book is forIf you’re a developer keen to learn game development with C++ or get up to date with game development, this book is for you. Some knowledge of C++ programming is assumed.

Siddharth Shekar is a game developer and teacher with over 6 years' industry experience and 12 years' experience in C++ and other programming languages. He is adept at graphics libraries such as OpenGL and Vulkan, and game engines such as Unity and Unreal. He has published games on the iOS and Android app stores. He has also authored books including Swift Game Development, Mastering Android Game Development with Unity, and Learning iOS 8 Game Development Using Swift, all published by Packt Publishing. He currently lives in Auckland, New Zealand, and is a lecturer in the games department at Media Design School. He teaches advanced computer graphics programming, PlayStation 4 native game development, and mentors final year production students.

Table of Contents

C++ Concepts
Mathematics and Graphics Concepts
Setting Up Your Game
Creating your game
Finalizing your Game
Getting started with OpenGL
Building on the game objects
Enhancing your game with Collision, loop, and Lighting
Getting started with Vulkan
Preparing the Clear Screen
Creating Object Resources
Drawing Vulkan Objects

Erscheinungsdatum
Verlagsort Birmingham
Sprache englisch
Maße 75 x 93 mm
Themenwelt Mathematik / Informatik Informatik Programmiersprachen / -werkzeuge
Informatik Software Entwicklung Spieleprogrammierung
Informatik Software Entwicklung User Interfaces (HCI)
ISBN-10 1-78953-530-1 / 1789535301
ISBN-13 978-1-78953-530-3 / 9781789535303
Zustand Neuware
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