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Introduction

Welcome to Lesson 1: Setting up the Development Environment!

In this lesson, we will dive into the exciting world of game development. Whether you're an experienced programmer or just starting out, this course will guide you through the process of creating your very own MMORPG from scratch.

To begin our journey, we first need to set up the development environment. This will ensure that we have all the necessary tools and libraries to build our game.

If you're familiar with game development, you may have used tools like Unity or Unreal Engine. However, in this course, we will be taking a different approach. We will be using libraries like OpenGL and Vulkan, allowing us to have complete control over the game's rendering and functionality.

In addition, we will be developing our game without relying on any pre-built game engines. This will give us the flexibility to tailor our game to our specific needs and learn the intricacies of game development along the way.

Throughout this lesson, we will cover the following topics:

  • Installing the required tools for developing the game
  • Setting up the game client application
  • Setting up the game server application
  • Implementing god mode - adding support for an editor
  • Ensuring cross-platform compatibility
  • Exploring alternative libraries and frameworks for game development

By the end of this lesson, you will be equipped with the knowledge and tools necessary to start building your own MMORPG. So let's get started!

TEXT/X-C++SRC
1#include <iostream>
2using namespace std;
3
4int main() {
5  cout << "Hello, World!";
6  return 0;
7}
CPP
OUTPUT
:001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

Are you sure you're getting this? Click the correct answer from the options.

Which of the following statements is true about game development in this course?

Click the option that best answers the question.

    Installing Required Tools

    Before we can start developing our MMORPG, we need to install the necessary tools. As a senior engineer with experience in Java, JavaScript, and C++, you may already be familiar with some of these tools.

    C++ Compiler

    Since we will be writing our game in C++, we need to have a C++ compiler installed on our system. One popular option is the GNU Compiler Collection (GCC), which includes the G++ compiler. You can install GCC by following the instructions for your specific operating system. For example, on Ubuntu, you can install GCC by running the following command:

    SNIPPET
    1sudo apt-get install g++

    Build System - CMake

    To manage the build process of our game, we will be using CMake. CMake is an open-source build system generator that allows you to write platform-independent build scripts. You can download CMake from the official website and follow the installation instructions.

    Version Control System - Git

    Using a version control system is essential for collaborative development. Git is one of the most widely used version control systems, and it integrates well with popular code hosting platforms like GitHub. If you don't already have Git installed, you can download it from the official website.

    Graphics Libraries - OpenGL and Vulkan

    As we want to have full control over the rendering of our game, we will be using graphics libraries like OpenGL and Vulkan. These libraries provide low-level access to the GPU, allowing us to optimize performance and create stunning visuals. You can install these libraries by following the instructions on their respective websites.

    Networking Libraries - Netty and Spring

    Since our MMORPG will have an online multiplayer component, we will need networking libraries to handle client-server communication. As a Java professional, you may already be familiar with Netty and Spring. These libraries provide powerful networking capabilities and can be used to build robust server applications.

    Integrated Development Environment (IDE)

    While you can develop C++ code using a simple text editor and the command line, using an integrated development environment (IDE) can greatly enhance your productivity. There are several popular IDEs for C++ development, such as Visual Studio Code with the C++ extension, CLion, and Code::Blocks. Choose the one that suits your preference and set it up for C++ development.

    Once we have all these tools installed, we will be ready to dive into the exciting world of building our own MMORPG from scratch!

    CPP
    OUTPUT
    :001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

    Let's test your knowledge. Fill in the missing part by typing it in.

    To manage the build process of our game, we will be using ___.

    Write the missing line below.

    Setting Up Game Client

    To set up the game client application, we will need to install some libraries and tools that will help us create the client-side functionality of our MMORPG.

    Programming Language - C++

    As mentioned earlier, our game will be developed using C++. If you are already familiar with the language, you are in a great position to start coding the game client. If not, don't worry! C++ is a powerful and widely used programming language that will allow us to create high-performance applications.

    Graphics Libraries - OpenGL and Vulkan

    To create stunning visuals for our game, we will be using graphics libraries like OpenGL and Vulkan. These libraries provide low-level access to the GPU, allowing us to optimize performance and create immersive graphics.

    User Interface - SFML

    For handling user input and creating a graphical user interface (GUI), we will be using the Simple and Fast Multimedia Library (SFML). SFML is a cross-platform multimedia library that provides a simple interface for creating games and multimedia applications.

    Networking - Boost.Asio

    Since our MMORPG will have an online multiplayer component, we will need a networking library to handle client-server communication. Boost.Asio is a powerful and flexible library that provides network programming functionality in C++.

    Now that we have an overview of the libraries and tools we will be using, let's dive into the code and start setting up the game client!

    CPP
    OUTPUT
    :001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

    Let's test your knowledge. Is this statement true or false?

    OpenGL and Vulkan are high-level graphics libraries.

    Press true if you believe the statement is correct, or false otherwise.

    Setting Up Game Server

    To set up the game server application for our MMORPG, we will need to follow a few steps and use specific libraries and tools that will help us in this process.

    • Networking Library: Boost.Asio

    As mentioned earlier, we will be using Boost.Asio, a powerful and flexible networking library, to handle client-server communication in our MMORPG. Boost.Asio provides a comprehensive set of tools and utilities for network programming, making it ideal for our game server implementation.

    • Game Logic and Database Integration: C++

    Since our game server will be responsible for handling game logic and integrating with the game database, we will be using C++ as our programming language. C++ is a powerful and performant language that allows us to create high-performance server applications.

    • Protocols and Data Serialization: Custom Protocols

    To communicate between the game client and server, we will need to define custom protocols and serialize the data exchanged between them. This will ensure that both the client and server can understand and interpret the data correctly.

    Now that we have an overview of the libraries and tools we will be using, let's write some code to set up the game server application.

    TEXT/X-C++SRC
    1#include <iostream>
    2using namespace std;
    3
    4int main() {
    5  // Setting up the game server application
    6  cout << "Setting up the game server..." << endl;
    7
    8  // Code logic to set up the game server
    9
    10  return 0;
    11}

    In the code snippet above, we have a basic C++ program that sets up the game server application. As you can see, we print a message to the console to indicate that we are setting up the game server. You would need to add your own logic and functionality to set up the game server according to your specific requirements.

    CPP
    OUTPUT
    :001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

    Build your intuition. Is this statement true or false?

    Setting up the game server requires the use of Boost.Asio, a networking library.

    Press true if you believe the statement is correct, or false otherwise.

    Implementing God Mode

    To add support for god-mode in the game client, we will need to follow a few steps and implement specific functionality that allows users to access and modify various aspects of the game.

    • Game Editor Interface: Using OpenGL

    To implement god-mode in the game client, we will create a game editor interface that allows users to modify aspects of the game such as the map, monster spawns, and other game elements. We will be using the OpenGL library to create the graphical user interface (GUI) for the game editor.

    • User Input and Event Handling: GLFW

    To handle user input and events in the game editor, we will be using the GLFW library. GLFW provides a simple and efficient way to handle user input such as mouse clicks, keyboard input, and window events.

    • Modifying Game State: C++

    In order to implement god-mode functionality, we will need to modify the game state based on the user's input and actions in the game editor. We will be using C++ to write the logic for modifying the game state.

    Now let's write some code to implement god-mode in the game client.

    CPP
    OUTPUT
    :001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

    Let's test your knowledge. Fill in the missing part by typing it in.

    To implement god-mode in the game client, we need to create a game editor interface that allows users to modify various aspects of the game, such as the map, monster spawns, and other game elements. The game editor interface will use ___ library to create a graphical user interface (GUI) for editing the game.

    The correct answer is OpenGL.

    Explanation: OpenGL is a widely-used library for rendering 2D and 3D graphics. It provides functions and utilities for creating graphical user interfaces and rendering graphics on different platforms. By using OpenGL, we can create a game editor interface that allows users to modify and manipulate different aspects of the game.

    Write the missing line below.

    Cross-Platform Compatibility

    Making the game compatible with different platforms is essential for ensuring that our game can reach a wider audience and be enjoyed by players on various operating systems.

    To achieve cross-platform compatibility, we will be using the OpenGL library. OpenGL is a cross-platform API (Application Programming Interface) that allows us to render 2D and 3D graphics on different platforms, including Windows, macOS, and Linux.

    OpenGL provides a set of functions and commands that enable us to interact with the graphics hardware and create visually appealing graphics for our game. By using OpenGL, we can write platform-independent code that can run seamlessly on different operating systems.

    In addition to OpenGL, we may also explore other libraries like Vulkan or SFML, depending on the specific requirements of our game. These libraries provide additional features and functionalities that can enhance the cross-platform compatibility of our game.

    Let's take a look at an example of how we can use OpenGL to ensure cross-platform compatibility:

    TEXT/X-C++SRC
    1#include <iostream>
    2
    3int main() {
    4    std::cout << "Cross-platform compatibility is essential for ensuring that our game can run on different operating systems. In order to achieve this, we will be using the OpenGL library, which is a cross-platform API for rendering 2D and 3D graphics. OpenGL provides a set of functions and commands that allow us to interact with the graphics hardware and create visually appealing graphics for our game. By using OpenGL, we can write platform-independent code that can run on Windows, macOS, and Linux systems." << std::endl;
    5
    6    return 0;
    7}

    This code snippet demonstrates the usage of OpenGL to display a message about the importance of cross-platform compatibility. By compiling and running this code on different platforms, we can ensure that our game can be executed successfully on Windows, macOS, and Linux systems.

    Next, we will delve into more advanced topics related to game development without using Unity or similar tools, and explore alternative libraries and frameworks that can be used to develop our game.

    CPP
    OUTPUT
    :001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

    Are you sure you're getting this? Click the correct answer from the options.

    Which library can we use to achieve cross-platform compatibility in our game?

    Click the option that best answers the question.

      Game Development Without Unity

      When it comes to game development without Unity, there are several alternative libraries and frameworks that we can explore.

      One popular choice is SFML (Simple and Fast Multimedia Library), which provides an easy-to-use interface for handling various aspects of game development, including graphics, audio, and input. SFML is written in C++ and supports multiple platforms, making it a great choice for creating cross-platform games.

      Another option is SDL (Simple DirectMedia Layer), which is a low-level multimedia library that provides direct access to audio, keyboard, mouse, joystick, and graphics hardware. SDL is written in C but has bindings for multiple programming languages, including C++, making it a versatile choice for game development.

      Lastly, if you're interested in creating 3D games, you can consider using a library like Ogre3D or Irrlicht Engine. These libraries provide a robust set of tools and features for rendering 3D graphics and handling complex game mechanics.

      Let's take a look at an example of how we can use SFML to create a basic game window:

      TEXT/X-C++SRC
      1#include <SFML/Graphics.hpp>
      2
      3int main()
      4{
      5    sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Game");
      6
      7    while (window.isOpen())
      8    {
      9        sf::Event event;
      10        while (window.pollEvent(event))
      11        {
      12            if (event.type == sf::Event::Closed)
      13                window.close();
      14        }
      15
      16        window.clear();
      17        // Draw game content here
      18        window.display();
      19    }
      20
      21    return 0;
      22}

      This code snippet demonstrates the basic structure of a game using SFML. It creates a game window with a resolution of 800x600 pixels and enters a game loop where it handles events, updates the game logic, and renders the game content.

      By exploring these alternative libraries and frameworks, we can develop games without relying on Unity or similar tools, giving us more flexibility and control over the game development process.

      CPP
      OUTPUT
      :001 > Cmd/Ctrl-Enter to run, Cmd/Ctrl-/ to comment

      Build your intuition. Is this statement true or false?

      Game development without Unity is not possible.

      Press true if you believe the statement is correct, or false otherwise.

      Generating complete for this lesson!