C++ Game Graphics Programming: Build Real-Time 2D and 3D Games with C++17/20, OpenGL and Vulkan
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Paperback
En stock
0.87 kg
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Nuevo
Amazon
USA
- C++ Game Graphics Programming Always wanted to understand how modern 3D games really work—beneath the surface of Unity or Unreal? With C++ Game Graphics Programming (Volume 1), you’ll finally unlock the secrets of real-time rendering and build your own cross-platform 2D and 3D game engine from the ground up. This comprehensive, hands-on guide by Bryan Outis combines the power of modern C++17/20, OpenGL 4.6, and Vulkan 1.3 to teach you professional-grade graphics programming—step by step.Unlike beginner tutorials that only show you what to type, this book teaches you why it works. You’ll develop the skills to architect a complete, modular engine while mastering data-oriented design, memory management, and high-performance rendering. By the end, you won’t just write games—you’ll know how to build the engines that power them. What you will learnSet up a professional-grade, cross-platform C++ development environment using CMake, GLFW, and GLADBuild a modular game engine with a decoupled event bus and custom memory allocatorsMaster modern C++17/20 features like RAII, smart pointers, templates, and variants for clean, safe, high-performance codeUnderstand and implement core rendering concepts in OpenGL and VulkanLearn game mathematics: vectors, matrices, transformations, and quaternions explained visuallyDesign a high-performance Entity-Component-System (ECS) for real-time game objectsIntegrate physics engines, scripting (Lua), asset pipelines, and ImGui for debugging and toolsOptimize performance with multithreading, batching, and GPU profiling tools such as RenderDoc and NsightBy the time you complete this volume, you’ll have built a fully functional, API-agnostic graphics engine capable of powering complex real-time applications—and you’ll understand the architectural thinking behind it.Who this book is forThis book is ideal for intermediate to advanced C++ developers, computer graphics students, and engineers who want to go beyond tutorials and learn how game engines are truly built.Whether you’re an aspiring game engine developer, a software engineer in graphics, simulation, or visualization, or simply passionate about mastering modern C++ graphics programming, this book will give you the knowledge and confidence to design your own real-time engine from scratch.No prior graphics experience is required—just a solid foundation in C++ and the curiosity to dive deep into the world of rendering, systems design, and high-performance computation.By the end of this journey, you’ll not only have written your own real-time graphics engine—you’ll think like an engine architect. Build it. Understand it. Own it.
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