If you believe you're ready to get your hands dirty then move on to the next chapter. Therefore, it is important to have at least finished the Getting started chapters before working your way through these series.Īlso, several chapters will require concepts from other chapters ( Framebuffers for example from the Advanced OpenGL section) so where necessary, the required chapters are listed. These chapters will combine a large number of concepts from previous chapters and demonstrate how they can work together as a whole. To get you excited you can see what the game will look like after you've finished these chapters: Other than the classic mechanics, our version of Breakout will feature: This version of Breakout will render its graphics on the GPU which gives us the ability to enhance the classical Breakout game with some nice extra features. We're going to take this classic arcade game as the basis of a 2D game that we'll completely implement with OpenGL. Objects in Depth Vertex Array Objects, Indexed Drawing open. This is logically where the game obtained its name from, since the ball has to break out. Learning Modern 3D Graphics Programming - Chapter 5. The ball keeps this up, until it eventually finds a gap again.
#C opengl 4.1 tutorial series#
Note that the series does not necessarily introduce new OpenGL concepts but more or less show how we can apply these concepts to a larger whole.īecause we rather keep things simple, we're going to base our 2D game on an already existing 2D arcade game. The next chapters will demonstrate how we can use OpenGL in a larger, more complicated, setting.
This is the introduction of a larger series about creating a relatively simple 2D game using OpenGL. However, aside from a lot of tech demos, we haven't really created a practical application with OpenGL. Over these chapters we learned a fair share about OpenGL's inner workings and how we can use them to create fancy graphics.