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Key Features
- 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
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.
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
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.
Table of Contents- Sales Rank: #2544266 in Books
- Published on: 2016-02-04
- Released on: 2016-03-08
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x .77" w x 7.50" l, 1.29 pounds
- Binding: Paperback
- 420 pages
About the Author
Robert Madsen
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
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.
Most helpful customer reviews
11 of 11 people found the following review helpful.
This book teaches OpenGL version 1. 1. The ...
By Amazon Customer
This book teaches OpenGL version 1.1. The current OpenGL version is 4.5, so I'm not sure what the point of learning a completely deprecated API is.
0 of 0 people found the following review helpful.
Author Clarifies Book's Intent
By Robert Madsen
Full disclosure...I am the author of this book. I recognize the criticisms that the book is written to OpenGL 1.1. Keep in mind three things: (1) This book is intended as a primer. The reason for using OpenGL 1.1 is because that is the version that comes universally on all Windows PCs and therefore it is widely available and already pre-installed. (2) There is nothing taught in the book that is invalidated by newer versions of OpenGL, and (3) The book is much more that a book about OpenGL...it is a book about game development using OpenGL. In that regard, it covers other features of game development including good game design, audio, and UI. The reader creates 2 prototype games--one in 2D and one in 3D.
I'll admit this is not an advanced OpenGL book...there are other books that fulfill that purpose. However, this book does exactly what the description says it does. It provides a beginner a good understanding of developing 2D and 3D games.
Thanks for all of your comments.
9 of 10 people found the following review helpful.
From 2001?
By Gabe Sour
I got this book after reading Packt's other great books on shaders and OpenGL. I expected this to be great as well, it is not.
The entire book focuses on the VERY outdated OpenGL 1.1 API. And even at that it does a poor job. The amount of information covered in this book is so low i can't even rant about it. The book does not even mention vertex arrays, forget about anything with buffer in the name. How did this manage to find a publisher and get published? If you want to get a good book about legacy OpenGL, go with OpenGL Game Programming, First edition/
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