9781838648572-1838648577-Beginning C++ Game Programming: Learn to program with C++ by building fun games, 2nd Edition

Beginning C++ Game Programming: Learn to program with C++ by building fun games, 2nd Edition

ISBN-13: 9781838648572
ISBN-10: 1838648577
Author: Horton, John
Publication date: 2019
Publisher: Packt Publishing
Format: Paperback 746 pages
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Book details

ISBN-13: 9781838648572
ISBN-10: 1838648577
Author: Horton, John
Publication date: 2019
Publisher: Packt Publishing
Format: Paperback 746 pages

Summary

Acknowledged authors Horton, John wrote Beginning C++ Game Programming: Learn to program with C++ by building fun games, 2nd Edition comprising 746 pages back in 2019. Textbook and eTextbook are published under ISBN 1838648577 and 9781838648572. Since then Beginning C++ Game Programming: Learn to program with C++ by building fun games, 2nd Edition textbook was available to sell back to BooksRun online for the top buyback price of $ 4.04 or rent at the marketplace.

Description

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 ―Animating Sprites
  3. C++ Strings and SFML Time ― Player Input and HUD
  4. Loops, Arrays, Switches, Enumerations, and Functions ― Implementing Game I%
  5. Collisions. Sound, and End Conditions ― Making the Game Playable
  6. Object-Oriented Programming ― Starting the Pong Game
  7. Dynamic Collision Detection and Physics ― Finishing the Pong Game
  8. SFML Views ― Starting the Zombie Shooter Game
  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 Effects, File 110, and Finishing the Game
  14. Abstraction and Code Management ― Making Better Use of 00P
  15. Advanced OOP ― Inheritance and Polymorphism
  16. Building Playable Levels and Collision Detection
  17. Sound Spatialization and the HUD
  18. Particle Systems and Shaders
  19. (N.B. Please use the Look Inside option to see further chapters)

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