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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

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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 1C++ Concepts

Chapter 2Mathematics 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.

Who is this book for?

If 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.

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

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : May 03, 2019
Length: 420 pages
Edition : 1st
Language : English
ISBN-13 : 9781789537345
Languages :
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Product Details

Publication date : May 03, 2019
Length: 420 pages
Edition : 1st
Language : English
ISBN-13 : 9781789537345
Languages :
Tools :

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Table of Contents

17 Chapters
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

Customer reviews

Top Reviews
Rating distribution
Full star icon Full star icon Full star icon Half star icon Empty star icon 3.3
(7 Ratings)
5 star 42.9%
4 star 0%
3 star 14.3%
2 star 28.6%
1 star 14.3%
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Client d'Amazon May 29, 2019
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Bon livre, bien structuré, avec des exemples de code fournis. Je le recommande.
Amazon Verified review Amazon
Anshul Sharma Jan 07, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
It, s so hard to install the software, it took me 2-3 weeks to install the softwares like SFML, and also hard to understand, the game physics and concept to hard..
Amazon Verified review Amazon
David Bulvan Jun 07, 2019
Full star icon Full star icon Full star icon Full star icon Full star icon 5
the link supplied both in the digital version and the hard copy have a bad link and can't find the images online...Update: You can however use the git link to download the samples and all the art assets are in each example
Amazon Verified review Amazon
Peter Shadbolt Feb 17, 2021
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
* By the end of the book, you will have programmed three graphical applications in C++ for the Windows operating system.* The programming language is C++11, compiled using the Visual Studio IDE for Windows.* The book was not written for multiple platforms, but the code does not make heavy use of Windows specific functionality, so it should work with a few minor adjustments.* The applications are simple games with limited functionality. This book focuses on the graphics and rendering, not the gameplay.* Each of the three applications are built upon a different graphics library: SFML, OpenGL, Vulkan.BEGINNERS BEWARE* I would recommend this book to advanced C++ programmers.* People with no knowledge of programming will struggle with this book. Read a beginner's guide book first.* Chapter 1 (C++ Concepts) is a good refresher, and may be suitable for beginner C++ programmers.* The majority of the book is advanced. I do not recommend this for beginner programmers, and it will probably go over the heads of intermediate programmers. To be a C++ developer, you need to know your stuff.MY SUCCESS WITH THIS BOOK* I (the reviewer) was able to follow this book and achieve all the results that the author achieved, with difficulty.* Here's my computer specs: * Windows 10.0.18362.0 * NVIDIA GeForce RTX 2070 Super * AMD Ryzen 7 3700X* Here's the tools I used: * Visual Studio Community 2019 version 16.8.4 * CMake 3.19.4 * Vulkan SDK 1.2.141.2 * and the C++ libraries mentioned in the book (URLs are included in the book).* I built the SFML game in x86 (32-bit) configuration, and I built the OpenGL and Vulkan games in x64 configuration.THE NITTY GRITTY* Important parts of the book require you to build third party libraries using CMake. The author expects you to know how, and assumes the libraries are already built. The libraries I had the most trouble with were for the OpenGL section: * Bullet (physics library) * Freetype* Throughout the book, the blocks of code have many minor spelling errors, which means that you cannot assume that the code is correct. If you copy and paste it, you need to fix the errors. I suppose this is to help you avoid plagiarizing. The overall architecture and program logic is correct, but there are a few parts of the program that are missing. Because of the format in which they sent me this book to review, I did not have access to the accompanying code repository of the final project files, but I managed to guess and fill in the blanks (and copy one or two bits from other tutorials).* The Vulkan section is the hardest and longest to produce a meaningful outcome (because Vulkan always takes long). One difference between this book and the online Vulkan Tutorial is that this book separates the logic into classes and methods, instead of one monolithic class of functions.* The author includes a constructor and destructor for every class, but they do nothing, so you should in fact remove the empty constructors and destructors from the headers and cpp files because they are not being used for proper RAII. The author's approach for lifetime semantics is member functions (e.g. init() and destroy()).* Because the author uses raw pointers (new and delete), it might be worth it to `=delete` the copy and move constructors and assignment operators, to avoid lifetime issues.* Unlike the author, I always group my includes in a specific order to prevent most issues. * #include <std-library-header> * #include <third-party-library-header> * #include "header-in-this-project" * #include "accompanying-header-of-this-cpp-file"* Instead of writing #define in the source code to configure headers, I add them as preprocessor definitions in the Project Properties. ( GLFW_INCLUDE_VULKAN;GLM_FORCE_RADIANS;GLM_FORCE_DEPTH_ZERO_TO_ONE ). This avoids the possibility of the header being compiled in a different file without the definition.* The author was not concerned about the safety of class invariants. Some member variables are public when they should be private. For a toy project such as this, it doesn't matter.CONCLUSIONThis is a book for intermediate-to-advanced C++ programmers looking for a challenge, willing to learn how to program graphical applications for Windows.
Amazon Verified review Amazon
A. Consumer Oct 06, 2019
Full star icon Full star icon Empty star icon Empty star icon Empty star icon 2
The general concepts in the book are solid. The problem are the mistakes, both grammatical and coding. There are examples that are supposed to return a particular result but do not work in the real world. There are basic C++ concepts explained in the start that have fundamental flaws and mistakes that would result in code that either won't compile or won't run the way the book explains. These aren't complicated examples, they are basics on how classes in C++ works, namespaces and how they are used, and the list goes on from there. The publisher's website lists no errata at all for the book. If someone would have taken the time to double-check the code and grammar, this book would be a solid four stars.
Amazon Verified review Amazon
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