chapter 1: c++ concepts...khronos group (known for opengl) that provides a much better abstraction...

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Chapter 1: C++ Concepts

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Page 1: Chapter 1: C++ Concepts...Khronos group (known for OpenGL) that provides a much better abstraction of modern graphics cards. This new interface allows you to better describe what your

Chapter 1: C++ Concepts

Page 2: Chapter 1: C++ Concepts...Khronos group (known for OpenGL) that provides a much better abstraction of modern graphics cards. This new interface allows you to better describe what your

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Page 3: Chapter 1: C++ Concepts...Khronos group (known for OpenGL) that provides a much better abstraction of modern graphics cards. This new interface allows you to better describe what your

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Page 4: Chapter 1: C++ Concepts...Khronos group (known for OpenGL) that provides a much better abstraction of modern graphics cards. This new interface allows you to better describe what your

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Page 5: Chapter 1: C++ Concepts...Khronos group (known for OpenGL) that provides a much better abstraction of modern graphics cards. This new interface allows you to better describe what your

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Page 6: Chapter 1: C++ Concepts...Khronos group (known for OpenGL) that provides a much better abstraction of modern graphics cards. This new interface allows you to better describe what your

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Page 7: Chapter 1: C++ Concepts...Khronos group (known for OpenGL) that provides a much better abstraction of modern graphics cards. This new interface allows you to better describe what your

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Page 8: Chapter 1: C++ Concepts...Khronos group (known for OpenGL) that provides a much better abstraction of modern graphics cards. This new interface allows you to better describe what your

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Chapter 2: Mathematics and GraphicsConcepts

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Chapter 3: Setting Up Your Game

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Chapter 4: Creating Your Game

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Chapter 5: Finalizing Your Game

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Chapter 6: Getting Started with OpenGL

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Chapter 7: Building on the Game Objects

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Chapter 8: Enhancing Your Game withCollision, Loop, and Lighting

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Chapter 9: Getting Started with Vulkan

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Chapter 10: Preparing the Clear Screen

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Chapter 11: Creating Object Resources

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Chapter 12: Drawing Vulkan Objects

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