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OpenGL Game Development By Example

4.1 out of 5 stars 10 ratings

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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

Book Description

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

About the Author

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

  1. Building the Foundation
  2. Your Point of View
  3. A Matter of Character
  4. Control Freak
  5. Hit and Run
  6. Polishing the Silver
  7. Audio Adrenaline
  8. Expanding Your Horizons
  9. Super Models
  10. Expanding Space
  11. Heads Up
  12. Conquer the Universe

Product details

  • Publisher ‏ : ‎ Packt Publishing
  • Publication date ‏ : ‎ March 8, 2016
  • Language ‏ : ‎ English
  • Print length ‏ : ‎ 340 pages
  • ISBN-10 ‏ : ‎ 1783288191
  • ISBN-13 ‏ : ‎ 978-1783288199
  • Item Weight ‏ : ‎ 1.29 pounds
  • Dimensions ‏ : ‎ 7.5 x 0.71 x 9.25 inches
  • Customer Reviews:
    4.1 out of 5 stars 10 ratings

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4.1 out of 5 stars
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Top reviews from the United States

  • Reviewed in the United States on August 12, 2016
    Format: Kindle
    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.
    11 people found this helpful
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  • Reviewed in the United States on July 29, 2020
    Format: PaperbackVerified Purchase
    About the objective of the text it more or less complies with it; it guides the user through the process of using OpenGL to develop both 2D and 3D games (intro level), and it gives pointers about free and open source tools that may help in the process, yet it makes use of things like GLUT, which must be avoided since is old, its use require things that are not part of C++ standard and is not a standard itself and is not always available, and it uses it for things like glutGet(GLUT_ELAPSED_TIME) which could be replaced by things like GetTickCount() since all examples are intended to run on Windows only (there are other alternatives which require to use at least C++ 11 or above, which would not be a problem with the tools used along the text).

    On the other hand the code examples where not verified for typos, and they would not even compile in the way they are presented in the text; from missing semi-colons to wrong type of parameters, to simply telling the user to include some files, but displayed in screenshots with the wrong name. Is obvious that the code was not copied from working code and was not tested before placing it in the text
    One person found this helpful
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  • Reviewed in the United States on March 19, 2018
    Format: PaperbackVerified Purchase
    Outdated a bit, but it works.
    2 people found this helpful
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  • Reviewed in the United States on March 11, 2016
    Format: PaperbackVerified Purchase
    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.
    16 people found this helpful
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  • Reviewed in the United States on March 23, 2016
    Format: Paperback
    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/
    11 people found this helpful
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  • Reviewed in the United States on March 10, 2016
    Format: Paperback
    Absolutely terrible. Very shallow introduction to OpenGL, with nothing about shaders or modern pipeline, no scene graph, no proper model loading, nothing about lighting a scene... this book is just useless. You can find much better information online, on great websites like (...) and (...)
    10 people found this helpful
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