OpenGL Game Development 1st Edition by Chris Seddon – Ebook PDF Instant Download/Delivery. 1556229895 ,9781556229893
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Product details:
ISBN 10: 1556229895
ISBN 13: 9781556229893
Author: Chris Seddon
The Open Graphics Library (OpenGL) is the industry standard for high-performance 3D graphics and is widely used to create leading-edge software. OpenGL Game Development shows the beginning computer programmer how to harness the power of OpenGL to create a fully functional map editor and game engine. The book explores the basics of OpenGL and Windows programming, while focusing on the ultimate goal of developing a 3D first-person shooter.
OpenGL Game Development 1st Edition Table of contents:
Chapter 1: Introduction to OpenGL and Graphics Programming
- What is OpenGL?
- OpenGL and Its Role in Game Development
- Overview of the OpenGL Rendering Pipeline
- Understanding 2D vs. 3D Graphics
- Setting Up Your Development Environment
- Writing Your First OpenGL Program
Chapter 2: OpenGL Fundamentals
- OpenGL Coordinate Systems
- Understanding Buffers and Rendering Contexts
- Drawing Basic Shapes with OpenGL
- Understanding Shaders and the GLSL Language
- The Role of Vertex and Fragment Shaders
- Working with Buffers and Arrays
Chapter 3: 3D Graphics and Transformations
- Coordinate Systems in 3D Space
- Applying Transformations: Translation, Rotation, and Scaling
- Camera Systems and Viewports
- Projection Matrices and Perspective
- Model-View and Projection Matrices
- Transforming 3D Objects in OpenGL
Chapter 4: Lighting and Shading in OpenGL
- Introduction to Lighting in 3D Games
- Types of Light Sources (Ambient, Directional, Point, Spotlights)
- Implementing Lighting in Shaders
- Understanding Material Properties
- Phong Shading Model
- Shadows and Advanced Lighting Techniques
Chapter 5: Textures and Materials
- Basics of Texturing in OpenGL
- Loading and Mapping Textures to 3D Models
- Working with Texture Coordinates
- Texture Filtering and Mipmapping
- Bump Mapping and Normal Mapping
- Specular Highlights and Reflection
Chapter 6: Advanced Shading Techniques
- Writing Complex Shaders in GLSL
- Implementing Multiple Light Sources in Shaders
- Using Framebuffers for Post-Processing Effects
- Environment Mapping and Reflections
- Implementing Shader-Based Effects: Bloom, Motion Blur
- Procedural Shading and Terrain Generation
Chapter 7: Game Objects and 3D Models
- Understanding 3D Models and Meshes
- Loading Models Using Assimp
- Working with Vertex Buffers and Index Buffers
- Skeletal Animation and Bone Systems
- Skinning and Rigging for Animation
- Managing Game Assets and Resources
Chapter 8: Game Physics and Collision Detection
- Introduction to Physics in Games
- Implementing Basic Physics for Rigid Bodies
- Detecting Collisions Between Objects
- Bounding Boxes, Spheres, and Mesh Collisions
- Physics Engines and Libraries
- Integrating Physics with OpenGL
Chapter 9: Game Programming with OpenGL
- Structuring a Game Engine Using OpenGL
- Setting Up Game States (Menu, Gameplay, Pause)
- Input Handling: Keyboard, Mouse, and Gamepad
- Implementing Game Logic with OpenGL
- Managing Audio and Sound in OpenGL Games
- Creating Interactive 3D Environments
Chapter 10: Performance Optimization and Debugging
- Understanding Frame Rate and Performance Metrics
- Optimizing OpenGL Code for Speed
- Using V-Sync and Frame Limiting
- Debugging OpenGL Programs
- Profiling and Improving Performance with OpenGL
- Advanced Techniques for Optimizing Rendering
Chapter 11: Cross-Platform OpenGL Game Development
- Introduction to Cross-Platform Game Development
- Setting Up OpenGL for Windows, macOS, and Linux
- Handling Different Graphics Drivers and Extensions
- Packaging and Distributing OpenGL Games
- Cross-Platform Considerations for OpenGL Development
- OpenGL ES for Mobile Game Development
Chapter 12: Integrating OpenGL with Game Engines
- Using OpenGL with Popular Game Engines (Unity, Unreal, Godot)
- Writing Custom OpenGL Shaders in Game Engines
- Extending Game Engines with OpenGL
- Performance Considerations when Using OpenGL in Game Engines
- Pros and Cons of Using OpenGL Directly vs. Engines
- Future Trends in OpenGL and Game Engines
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