3 sections dedicated to creating one fully functional game each with C++ using SFML, OpenGL, and Vulkan
Key Features An example-driven approach to learning modern game development with C++ Get to grips with a wide range of techniques for implementing shadows using shadow maps, shadow volumes, and more with OpenGL Explores modern graphics programming techniques and GPU compute methods to make the best use of the Vulkan API. Book Description C++ as a language is still preferred by many to create games as it supports a variety of coding styles. The book’s mission is to approach many of the problems in game programming that have been done and redone over decades, in a fresh new way.
At the very foundation, this book will use techniques for setting up different projects in standardized ways with widely used version control and build systems, following consistent coding standards and integrating third-party code with ease. From there, the reader should obtain information on powerful architectures for games that empower their creations both in terms of ease of development and performance.
Once we have a great skeleton architecture to empower our game, we dive deep into the specifics of making things look and feel great, by using modern animation and rendering techniques, as well as the integration of great physics libraries to make the experience feel more realistic.
This book has been created and divided into sections which help you understand the process of creating games easily. We dive into the project code, introducing the first game and the framework that accompanies this book’s source code. We cover the basic mechanisms for the application lifecycle until the reader is ready to start creating content for the game application.
From there, we progressively introduce new concepts that are directly applied in the first game and then move on to the second and third games. We continuously deliver more knowledge and techniques that made the sample games possible until the reader is able to grasp all these games are demonstrating. We will go from SFML to OpenGL and then Vulkan for rendering.
Finally, we ease up from the intensity of the journey by sharing closing remarks on what was done and what were possible alternatives to handle the same problems. This includes the other state of the art techniques that were not covered and how the user could seek to learn more about them.
What you will learn Explore C++ as a language to design and develop games. Learn SFML, OpenGL, and Vulkan to design games using C++ as the programing language. Design 3 games using the techniques provided in the book. Develop particle systems, post-processing effects using SFML. Learn how to define primitive components for 3D graphics, collision dynamics, Bullet physics with OpenGL. Understand animation systems, particles, rigid body simulations and other aspects. Learn how to integrate Vulkan with our existing framework to provide us 3D graphics. Vulkan will teach you how to drastically improve the visual quality of Dynamic lighting, shadows, particle systems in 3D etc. Who This Book Is For The ideal reader would be a person who has learned the game technologies and used them for a while now, but their knowledge is now outdated and out of sync with current industry best practices.
It is assumed from the start that our reader has some practical knowledge on programming, algorithms, C++, game programming and graphics programming.
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