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Beginning C++ Game Programming: Learn to program with C++ by building fun games - Softcover

 
9781838648572: Beginning C++ Game Programming: Learn to program with C++ by building fun games

Synopsis

Get to grips with programming techniques and game development using C++ libraries and Visual Studio 2019

Key Features

  • Learn game development and C++ with a fun, example-driven approach
  • Build clones of popular games such as Timberman, Zombie Survival Shooter, a co-op puzzle platformer, and Space Invaders
  • Discover tips to expand your finished games by thinking critically, technically, and creatively

Book Description

The second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019, SFML, and modern C++ programming techniques. With this book, you’ll get a fun introduction to game programming by building five fully playable games of increasing complexity. You’ll learn to build clones of popular games such as Timberman, Pong, a Zombie survival shooter, a coop puzzle platformer and Space Invaders.

The book starts by covering the basics of programming. You’ll study key C++ topics, such as object-oriented programming (OOP) and C++ pointers, and get acquainted with the Standard Template Library (STL). The book helps you learn about collision detection techniques and game physics by building a Pong game. As you build games, you’ll also learn exciting game programming concepts such as particle effects, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. Finally, you’ll explore game design patterns to enhance your C++ game programming skills.

By the end of the book, you’ll have gained the knowledge you need to build your own games with exciting features from scratch.

What you will learn

  • Set up your game development project in Visual Studio 2019 and explore C++ libraries such as SFML
  • Explore C++ OOP by building a Pong game
  • Understand core game concepts such as game animation, game physics, collision detection, scorekeeping, and game sound
  • Use classes, inheritance, and references to spawn and control thousands of enemies and shoot rapid-fire machine guns
  • Add advanced features to your game using pointers, references, and the STL
  • Scale and reuse your game code by learning modern game programming design patterns

Who this book is for

This book is perfect for you if you have no C++ programming knowledge, you need a beginner-level refresher course, or you want to learn how to build games or just use games as an engaging way to learn C++. Whether you aspire to publish a game (perhaps on Steam) or just want to impress friends with your creations, you’ll find this book useful.

Table of Contents

  1. C++, SFML, Visual Studio, and Starting the First Game
  2. Variables, Operators, and Decisions
  3. C++ Strings and SFML Time
  4. Loops, Arrays, Switches, Enumerations, and Functions
  5. Collisions, Sound, and End Conditions
  6. Object-Oriented Programming
  7. Dynamic Collision Detection and Physics
  8. SFML Views
  9. C++ References, Sprite Sheets, and Vertex Arrays
  10. Pointers, the Standard Template Library, and Texture Management
  11. Collision Detection, Pickups, and Bullets
  12. Layering Views and Implementing the HUD
  13. Sound E?ects, File I/O, and Finishing the Game
  14. Abstraction and Code Management
  15. Advanced OOP
  16. Building Playable Levels and Collision Detection
  17. Sound Spatialization and the HUD
  18. Particle Systems and Shaders
  19. Game Programming Design Patterns
  20. Game Objects and Components
  21. File I/O and the Game Object Factory
  22. Using Game Objects and Building a Game
  23. Before You Go...

"synopsis" may belong to another edition of this title.

About the Author

John Horton is a programming and gaming enthusiast based in the UK. He has a passion for writing apps, games, books, and blog articles. He is the founder of Game Code School.

"About this title" may belong to another edition of this title.

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