Opengl game development pdf
You can make a general application, apply for a specific hot topic that we are recruiting an author for, or submit your own idea. Also, with alternative game engines available, such as Unity and Unreal, it is important to understand graphics programming, as it is a lot easier to make 2D or 3D games using these more sophisticated game engines.
Therefore, it is imperative to have some knowledge about graphics programming and graphics APIs. The objective of this book is to break down this complex subject into bite-sized chunks to make it easy to understand. So, we will start with the basic concepts that are required to understand the math, programming, and graphics basics. In the next section of the book, we will create a 2D game, initially with Simple and Fast Multimedia Library SFML , which covers the basics that are required to create any game, and with which you can make any game with the utmost ease, without worrying about how a game object is drawn.
We will be using SFML just to draw our game objects. In the next part of the book, we will see how game objects get presented onscreen using OpenGL. A simple sprite created in SFML goes through a lot of steps before actually getting drawn on the screen. We will see how a simple image gets loaded and gets displayed on the screen and what steps are required to do so. But that is just the start.
We will see how to add 3D physics to the game and develop a physics-based game from the ground up. Finally, we will add some lighting to make the scene a little more interesting.
With that knowledge of OpenGL, we will dive further into graphics programming and see how Vulkan works. This book is also for those looking to update their existing knowledge of those subjects.
Chapter 2, Mathematics and Graphics Concepts, In this chapter we cover the basic topics of maths such as, vector calculations and knowledge on matrices. These are essential for graphics programming and basic physics programming. We then move on to basics of graphics programming, starting with how a bunch of vertices are sent to the graphics pipeline and how they are converted into shapes and rendered on the screen.
It also covers creating a Visual Studio project and adding SFML to it, creating a basic window with the basic framework of the game to initialize, update, render, and close it. We will also learn how to draw different shapes and learn how to add a textured sprite to the scene and add keyboard input.
Chapter 4, Creating Your Game, covers the creation of the character class and adding functionality to a character to make them move and jump. We will also create the enemy class to populate enemies for the game. Unreal Engine 4. He has published games on the iOS and Android app stores. He teaches advanced computer graphics programming, PlayStation 4 native game development, and mentors final year production students. Learning Cocos2d-x Game Development. Mastering Android Game Development with Unity.
Swift Game Development - Third Edition. Click here if you have any feedback or suggestions. Skip to content. Over the next few months we will be adding more developer resources and documentation for all the products and technologies that ARM provides. Sorry, your browser is not supported. We recommend upgrading your browser.
We have done our best to make all the documentation and resources available on old versions of Internet Explorer, but vector image support and the layout may not be optimal. Technical documentation is available as a PDF Download. JavaScript seems to be disabled in your browser. This method returns a single int that is used to refer to this window.
This will also implicitly set the current window state for GLUT to the newly created window. These callbacks will be associated with the current window. In this case, we specify 1. A valid depth range is from 0.
Setting the depth buffer to 1. The glShadeModel method specifies the shading model to use for rendering. The actual color used is dependent on the type of primitive being drawn. The display method is the callback function that was registered with the GLUT event processing loop and is invoked whenever the current window contents need to be redrawn.
The first thing we will do at the beginning of almost every render call except in the case where you might want to perform some special effect that might require the color buffer not to be cleared is to clear our buffers. This is done with the glClear method. This method will reset the contents of the current render target this is usually the frame buffer for the current window. The parameters that are passed to this method will determine which buffers are cleared.
The switch statement will be used to determine the scene that will be rendered. Each scene is described in more detail later. The method glutSwapBuffers will flip the back buffer the off-screen buffer that is currently being rendered to with the front buffer the frame buffer that is currently being displayed.
Invoking this method will not cause another frame to be immediately rendered with the DisplayGL method otherwise calling this method here would cause an infinite loop , but instead it simply marks, or flags the current window to be redisplayed. We will use this method to update the logic of our demo. The first thing we do is calculate the amount of time that has passed since the last time this method has been called. The std::clock function returns the number of clock ticks that have elapsed since the program has started execution.
The next few lines will update our rotation parameters that will be used later to rotate our primitives. You may have noticed that all three parameters are updated at the same rate and I probably could have just used a single rotate variable, but if I wanted to, I could rotate each axis of the primitive with at a different rate.
The final line has the same effect here as it did in the DisplayGL method. It marks the current window to be redisplayed. This makes sense since we have updated some of the state of our demo, we want to see the results but to do that, we need to redisplay the scene by telling GLUT that we want to invoke the DisplayGL method again.
This method is invoked by the GLUT even loop whenever the user presses a key on the keyboard. The method will be passed an ASCII character code that represents the keyboard key that was pressed, as well as the x and y window relative position of the mouse in pixels.
Keyboard keys 1 — 4 will be used to change the current scene that will be rendered when DisplayGL is invoked. We also change the clear color of the color buffer when we change the scene.
This will make it more obvious when we change between the different scenes. The s key is used to enable smooth shading model and the f key is used to enable flat shading model.
Pressing the r key will reset our rotation parameters that are used to rotate our primitives. Pressing the Esc , Enter , or q key will quite the demo and close the render window by calling the Cleanup method.
In general, I like to use the Esc key to close demo programs. And finally we call the glutPostRedisplay method to ensure our window gets marked for redisplay. I included them here because the idea is we can use this source to create additional demos in OpenGL in which case we might actually want to do something with the mouse. I should also not that there is additional mouse motion function that will receive events when the mouse is moved over the render window when no buttons are pressed.
This method will also be called whenever the render window is shown for the first time so we can use it to setup our viewport and projection parameters. The glViewport method is used to setup the viewport rectangle for the current OpenGL context. The first two parameters specify the bottom-left corner of the viewport rectangle in pixels. The second two parameters specify the width and height of the viewport in pixels. For this demo, we will only specify one view that fills the entire screen. We will also setup the projection matrix in this method.
The parameters to the gluPerspective proejction are:. The next methods that we will define are helper functions that will draw some basic primitives using OpenGL immediate mode.
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