OpenGL Game Development by Example
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Cover Copyright Credits About the Authors About the Reviewers www.PacktPub.com Table of Contents Preface Chapter 1: Building the Foundation Introducing the development environment A quick look at Visual Studio Start screen The Solution Explorer panel The Standard Toolbar panel The code window The output window Starting your project The game loop The game structure Initialization The game loop Shutdown Creating the game structure Port of access The Windows message loop Introducing OpenGL What is OpenGL? The other GL Downloading OpenGL Adding OpenGL to the project Linking to the OpenGL library Summary Chapter 2: Your Point of View Plotting your revenge The OpenGL coordinate system Making your point Understanding the code Running the program Stretching your point Getting primitive A triangle by any other name A primitive example From triangles to models Introducing textures Using textures to fill the triangles A matter of reference Hanging out in the quad Coding the quad Rendering a texture Loading the texture Texture wrapping Creating a textured quad Putting the pieces together Summary Chapter 3: A Matter of Character Spritely speaking Sprites versus non-sprites Flipbook animation Framed animation Creating sprites Working with PNGs Linking to the SOIL library Including the SOIL header file Opening an image file Coding a sprite class Creating sprite frames Saving each frame Loading a sprite from individual textures Creating a sprite sheet Loading a sprite sheet Loading our sprites Rendering Adding a render to the game loop Implementing the main Render function Implementing Render in the Sprite class UV mapping One more detail A moving example Adding update to the game loop Implementing the main Update call Implementing Update in the Sprite class Character movement Using delta time Calculating delta time Flipping Scrolling the background Using an atlas Summary Chapter 4: Control Freak A penny for your input The keyboard input Using the mouse Touch Other inputs Someone is listening The WndProc event listener Handling the message queue Handling mouse and keyboard inputs Creating the Input class Virtual key codes Querying for input Implementing the Input class Adding input to the game loop Processing our input Changes to the Sprite class Graphical User Interface Creating a button Enhancing the Input class Adding UI elements to the list Checking each UI element Pushing your buttons Adding our pauseButton State management Creating a state manager Pausing the game Summary Chapter 5: Hit and Run Out of bounds! Getting anchored Collision rectangles Embedding Fixing the background Collideables Ready to score A friend indeed Time to spawn Circular collision detection The Pythagorean Theorem Adding the circular collision code Why use circular collision detection? Wiring in the collision detection Rectangular collision detection The enemy within Spawning the enemy Adding the rectangular collision code Wiring continued Summary Chapter 6: Polishing the Silver The state of the game State machines Why do we need a state machine? Planning for state Defining the new state Implementing the state machine Making a splash Creating the splash screen Defining the splash screen Loading our resources What's on the menu? Creating the menu Defining the menu buttons Getting some credit Creating the credits screen Getting back to the main menu Working with fonts Creating the font Drawing text Wiring in the font support Level up! Displaying the score Game progression Defining game levels Game stats The next level screen Continuing the game Game over The game over screen Replaying the game Summary Chapter 7: Audio Adrenaline Bits and bytes A sound by any other name Making noise Revving up your engine Accessing the FMOD .dll file Linking to the library Point to the include files Initializing FMOD Virtual channels Channel priority Bleeps and bloops Sound effects Setting up the sounds Playing sounds UI feedback The sound of music Cleaning up the house Release sprites Release input Releasing fonts Releasing audio Summary Chapter 8: Expanding Your Horizons Into the third dimension! Simulating 3D Real 3D 3D Coordinate Systems The camera Remember those home movies? Steady as she goes! The viewport Entering the matrix Vectors Combining vectors Identity matrix Coding in 3D Creating the project Retrieving OpenGL files Linking projects to OpenGL libraries Setting up the OpenGL window Including header files Defining global variables Creating a function to create the OpenGL window Sizing the OpenGL window Initializing the OpenGL window Creating a function to remove the OpenGL window Creating the OpenGL window Creating the Windows event handler The Game loop The finale Summary Chapter 9: Super Models New Space A computer in a computer Drawing your weapons Getting primitive Drawing primitives Making your point Gl_Points Getting in line Gl_Lines Gl_Line_Strip Gl_Line_Loop Triangulation Gl_Triangles Gl_Triangle_Strip Gl_Triangle_Fan Being square Gl_Quads Gl_Quad_Strip Saving face Back to Egypt A modeling career Blending in Blender overview Building your spaceship Exporting the object Getting loaded Summary Chapter 10: Expanding Space Creation 101 Preparing the project Loading game objects The Model class header Implementing the Model class Modifying the game code Taking control Implementing input Asteroid slalom Setting up collision detection Turning on collision Summary Chapter 11: Heads Up Mixing things up The saving state Push and pop Two state rendering A matter of state Adding the state machine Getting ready for a splash Creating the user interface Defining the text system Defining textures Wiring in render, update, and the game loop Summary Chapter 12: Conquer the Universe A fun framework Setting up the Visual Studio project Setting up the Windows environment Setting up the OpenGL environment Setting up the game loop Texture mapping Loading the texture Rendering the cube Mapping operations Let there be light! Defining a light source The skybox Advanced topics Game physics AI The future Summary Index
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