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C++ Game Development By Example

You're reading from   C++ Game Development By Example Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming

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Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781789535303
Length 420 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Table of Contents (18) Chapters Close

Preface 1. Section 1: Basic Concepts FREE CHAPTER
2. C++ Concepts 3. Mathematics and Graphics Concepts 4. Section 2: SFML 2D Game Development
5. Setting Up Your Game 6. Creating Your Game 7. Finalizing Your Game 8. Section 3: Modern OpenGL 3D Game Development
9. Getting Started with OpenGL 10. Building on the Game Objects 11. Enhancing Your Game with Collision, Loops, and Lighting 12. Section 4: Rendering 3D Objects with Vulkan
13. Getting Started with Vulkan 14. Preparing the Clear Screen 15. Creating Object Resources 16. Drawing Vulkan Objects 17. Other Books You May Enjoy

Getting Started with Vulkan

In the previous three chapters, we did our rendering using OpenGL. Although OpenGL is good for developing prototypes and getting your rendering going faster, it does have its weaknesses. For one, OpenGL is very driver-dependent, which makes it slower and less predictable when it comes to performance, which is why we prefer Vulkan for rendering.

In this chapter, we will cover the following topics:

  • About Vulkan
  • Configuring Visual Studio
  • Vulkan validation layers and extensions
  • Vulkan instances
  • The Vulkan Context class
  • Creating the window surface
  • Picking a physical device and creating a logical device
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