C++ Fast Track for Games Programming Part 2: The Template

C++ Fast-track

C++ Fast-track for Games Programming Part 2: The Template

As you noticed in the first article, setting up a project in Visual Studio can be quite a task. And we didn’t (nearly) touch all the settings that you can adjust for a project either. To make your life a bit easier, we will use a project template from now on. This template is simply a directory that contains all the files that you need, with all the settings tuned just right for the kind of programs that we will be building in this series. The template also contains a bit of code that you need for most projects, so that you don’t have to type it yourself. This code aims to take away the platform specific things from you; i.e. it opens a window, lets you draw to it, and updates it for you. Sounds simple, but really it isn’t. Windows operating system can be quite a nightmare to deal with properly, and since that’s just not the core of game development, we felt it’s best to take care of that once and for all. The result is the template.
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C++ Fast Track for Games Programming Part 1: Getting Started

C++ Fast Track

C++ Fast Track for Games Programming Part 1: Getting Started

Welcome to the first article in the Programming C++ Fast Track tutorial series! These tutorials are designed to take you from zero to a decent entry level in a somewhat smooth fashion. We start at the absolute basics: all that you need to get started is a laptop or PC, a fair bit of time, and quite a bit of dedication.

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CMake in Visual Studio 2017

CMake in Visual Studio 2017

CMake in Visual Studio 2017

Visual Studio 2017 introduces the ability to open CMake projects directly in the Visual Studio development environment without the need to generate any project files first. In this tutorial, you will create a simple project that uses CMake to define the project configuration. You will also create several build configurations for the application. You will also create launch configurations to determine how the application is executed for debugging the application.

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Using Dynamic Link Libraries (DLL) to Create Plug-Ins

Dynamic Linking Library

Dynamic Linking Library

In this article I will describe how to use Dynamic Link Libraries (DLL) in your own projects. I will show an example of how to define a DLL that is statically linked at compile-time to support implicit loading of the DLL at runtime. I will also show how to to use explicit DLL loading to allow your project to support plug-ins that can be dynamically loaded into your main executable at run-time. For this example, I will use Microsoft’s Visual Studio 2008 as the programming IDE.

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Loading and Animating MD5 Models with OpenGL


Bob with Lamp

Bob with Lamp

In this article, I will show how you can load and animate models loaded from the MD5 model file format.  In this article I will use OpenGL to render the models.  I will not show how to setup an OpenGL application in this article. If you need to get a quick introduction on setting up an OpenGVL application, you can follow the “Beginning OpenGL for Game Programmers” article [here].

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Introduction to OpenGL for Game Programmers

OpenGL

OpenGL

In this article I will demonstrate a basic introduction in OpenGL. It will be in tutorial format that the reader can follow along on their own. The final result should be a working template that can be used to create your own projects using OpenGL.

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3D Math Primer for Game Programmers (Vector Operations)


Distance between two points (3)

Distance between two points (3)

In this article I would like to discuss operations on vectors.  This article assumes the reader has a basic knowledge of what vectors are and how they are represented. My goal here is simply to refresh your memory about what kind of operations can be performed on vectors specifically operations that are important if you are trying to create a 3D game engine.
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3D Math Primer for Game Programmers (Matrices)


The Matrix

The Matrix

In this article, I will discuss matrices and operations on matrices. It is assumed that the reader has some experience with Linear Algebra, vectors, operations on vectors, and a basic understanding of matrices.

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3D Math Primer for Game Programmers (Coordinate Systems)

Left-hand Rule

Left-hand Rule

In this article, I would like to provide a brief math primer for people who would like to get involved in game programming.  This is not an exhaustive explanation of all the math theory that one will have to know in order to be a successful game programmer, but it’s the very minimum amount of information that is necessary to know before you can begin as a game programmer.

This article assumes you have a minimum understanding vectors, and matrices.  I will simply show applications of vectors and matrices and how they apply to game programming.

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