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Dedication
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Preface
Who this book is for
What this book covers
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Download the example code files
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Conventions used
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Section 1: Basic Concepts
C++ Concepts
Program basics
Variables
Strings
Operators
Statements
Iteration
Jump statements
Switch statement
Functions
Scope of variables
Arrays
Pointers
Structs
Enums
Classes
Inheritance
Summary
Mathematics and Graphics Concepts
3D coordinate system
Points
Vectors
Vector operations
Vector magnitude
Unit vector
Dot product
Cross product
Matrices
Matrix Addition and Subtraction
Matrix multiplication
Identity matrix
Matrix transpose
Matrix inverse
GLM OpenGL mathematics
OpenGL data types
Space transformations
Local/object space
World space
View space
Projection space
Screen space
Render pipeline
Vertex specification
Vertex shader
Vertex post-processing
Primitive assembly
Rasterization
Fragment shader
Per-sample operation
Framebuffer
Summary
Section 2: SFML 2D Game Development
Setting Up Your Game
An overview of SFML
Downloading SFML and configuring Visual Studio
Creating a window
Drawing shapes
Adding sprites
Keyboard input
Handing player movement
Summary
Creating Your Game
Starting afresh
Creating the hero class
Creating the enemy class
Adding enemies
Creating a rocket class
Adding rockets
Collision detection
Summary
Finalizing Your Game
Finishing the Gameloop and adding scoring
Adding text
Adding audio
Adding player animations
Summary
Section 3: Modern OpenGL 3D Game Development
Getting Started with OpenGL
What is OpenGL?
Creating our first OpenGL project
Creating a window and ClearScreen
Creating a Mesh class
Creating a Camera class
The ShaderLoader class
The Light Renderer class
Drawing the object
Summary
Building on the Game Objects
Creating a MeshRenderer class
Creating the TextureLoader class
Adding Bullet Physics
Adding rigid bodies
Summary
Enhancing Your Game with Collision, Loop, and Lighting
Adding a RigidBody name
Adding an enemy
Moving the enemy
Checking collision
Adding keyboard controls
Game loop and scoring
Text rendering
Adding lighting
Summary
Section 4: Rendering 3D Objects with Vulkan
Getting Started with Vulkan
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
Summary
Preparing the Clear Screen
Creating the SwapChain
Creating the Renderpass
Using render targets and Framebuffers
Creating CommandBuffer
Begining and ending Renderpass
Creating the clear screen
Summary
Creating Object Resources
Updating the Mesh class for Vulkan
Creating the ObjectBuffers class
Creating the Descriptor class
Creating the SPIR-V shader binary
Summary
Drawing Vulkan Objects
Preparing the graphics pipeline class
Shader stage create info
Vertex input state create info
Input assembly create info
Rasterization state create info
MultiSample state create info
Depth and stencil create info
Color blend state create info
Dynamic state info
Viewport state create info
Graphics pipeline create info
Object renderer class
Changes to the VulkanContext class
Camera class
Drawing the object
Synchronizing the object
References
Summary
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