OpenGL Game Development By Example

Author:   Robert Madsen ,  Stephen Madsen
Publisher:   Packt Publishing Limited
ISBN:  

9781783288199


Pages:   340
Publication Date:   02 April 2023
Format:   Undefined
Availability:   Available To Order   Availability explained
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OpenGL Game Development By Example


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Overview

Design and code your own 2D and 3D games efficiently using OpenGL and C++ About This Book • Create 2D and 3D games completely, through a series of end-to-end game projects • Learn to render high performance 2D and 3D graphics using OpenGL • Implement a rudimentary game engine using step-by-step code Who This Book Is For If you are a prospective game developer with some experience using C++, then this book is for you. Both prospective and experienced game programmers will find nuggets of wisdom and practical advice as they learn to code two full games using OpenGL, C++, and a host of related tools. 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 In Detail 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. Style and approach An easy-to-follow guide full of code examples to illustrate every concept and help you build a 2D and 3D game from scratch, while learning the key tools that surround a typical OpenGL project.

Full Product Details

Author:   Robert Madsen ,  Stephen Madsen
Publisher:   Packt Publishing Limited
Imprint:   Packt Publishing Limited
Dimensions:   Width: 7.50cm , Height: 1.80cm , Length: 9.30cm
Weight:   0.585kg
ISBN:  

9781783288199


ISBN 10:   1783288191
Pages:   340
Publication Date:   02 April 2023
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Undefined
Publisher's Status:   Active
Availability:   Available To Order   Availability explained
We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately.

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Robert Madsen is an accomplished game programmer, with dozens of published games to his credit. He started programming in 1979, and he has been a programmer for all of his professional life. He entered the game industry in 2004, and he founded SynapticSwitch, LLC in 2010. As studio director, he continues to code while also managing the broader needs of an independent game development studio. Stephen Madsen completed his degree in game development from Full Sail Real World Education in 2007, beginning his first job as a game programmer in 2008. He then joined SynapticSwitch, LLC as the lead software engineer in 2012. He has developed and published many titles on the mobile, console, and personal computer platforms with OpenGL being the foundational rendering technology for most of these platforms.

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