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Expert C++

You're reading from   Expert C++ Become a proficient programmer by learning coding best practices with C++17 and C++20's latest features

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Product type Paperback
Published in Apr 2020
Publisher Packt
ISBN-13 9781838552657
Length 606 pages
Edition 1st Edition
Languages
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Authors (2):
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Vardan Grigoryan Vardan Grigoryan
Author Profile Icon Vardan Grigoryan
Vardan Grigoryan
Shunguang Wu Shunguang Wu
Author Profile Icon Shunguang Wu
Shunguang Wu
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Toc

Table of Contents (22) Chapters Close

Preface 1. Section 1: Under the Hood of C++ Programming
2. Introduction to Building C++ Applications FREE CHAPTER 3. Low-Level Programming with C++ 4. Details of Object-Oriented Programming 5. Understanding and Designing Templates 6. Memory Management and Smart Pointers 7. Section 2: Designing Robust and Efficient Applications
8. Digging into Data Structures and Algorithms in STL 9. Functional Programming 10. Concurrency and Multithreading 11. Designing Concurrent Data Structures 12. Designing World-Ready Applications 13. Designing a Strategy Game Using Design Patterns 14. Networking and Security 15. Debugging and Testing 16. Graphical User Interface with Qt 17. Section 3: C++ in the AI World
18. Using C++ in Machine Learning Tasks 19. Implementing a Dialog-Based Search Engine 20. Assessments 21. Other Books You May Enjoy

Designing a Strategy Game Using Design Patterns

Game development is one of the most interesting topics in software engineering. C++ is extensively used in game development because of its efficiency. However, since the language doesn't have GUI components, it's used on the backend. In this chapter, we will learn how to design a strategy game on the backend. We will incorporate almost everything that we've learned in previous chapters, including design patterns and multithreading.

The game that we will design is a strategy game called Readers and Disturbers. Here, the player creates units, known as readers, who are able to build libraries and other buildings, and soldiers, who are defending those buildings from the enemy.

In this chapter, we will cover the following topics:

  • Introduction to game design
  • Diving into the process of game design
  • Using design patterns
  • Designing...
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