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Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn C++ from scratch by building fun games

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781835081747
Length 648 pages
Edition 3rd Edition
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Author (1):
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John Horton John Horton
Author Profile Icon John Horton
John Horton
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Table of Contents (24) Chapters Close

Preface 1. Welcome to Beginning C++ Game Programming Third Edition! FREE CHAPTER 2. Variables, Operators, and Decisions: Animating Sprites 3. C++ Strings, SFML Time: Player Input and HUD 4. Loops, Arrays, Switch, Enumerations, and Functions: Implementing Game Mechanics 5. Collisions, Sound, and End Conditions: Making the Game Playable 6. Object-Oriented Programming – Starting the Pong Game 7. AABB 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. Coding the TextureHolder Class and Building a Horde of Zombies 12. Collision Detection, Pickups, and Bullets 13. Layering Views and Implementing the HUD 14. Sound Effects, File I/O, and Finishing the Game 15. Run! 16. Sound, Game Logic, Inter-Object Communication, and the Player 17. Graphics, Cameras, Action 18. Coding the Platforms, Player Animations, and Controls 19. Building the Menu and Making It Rain 20. Fireballs and Spatialization 21. Parallax Backgrounds and Shaders 22. Other Books You May Enjoy
23. Index

Learning about the Standard Template Library

The Standard Template Library (STL) is a collection of data containers and ways to manipulate the data we put in those containers. If we want to be more specific, it is a way to store and manipulate different types of C++ variables and classes.

We can think of the different containers as customized and more advanced arrays. The STL is part of C++. It is not an optional thing that needs to be set up like SFML.

The STL is part of C++ because its containers and the code that manipulates them are fundamental to many types of code that many apps will need to use.

In short, the STL implements code that we and just about every C++ programmer is almost bound to need, at least at some point, and probably quite regularly.

If we were to write our own code to contain and manage our data, then it is unlikely we would write it as efficiently as the people who wrote the STL.

So, by using the STL, we guarantee that we are using the...

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