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Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn to program with C++ by building fun games

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Product type Paperback
Published in Oct 2019
Publisher Packt
ISBN-13 9781838648572
Length 746 pages
Edition 2nd 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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Toc

Table of Contents (25) Chapters Close

Preface 1. Chapter 1: C++, SFML, Visual Studio, and Starting the First Game 2. Chapter 2: Variables, Operators, and Decisions – Animating Sprites FREE CHAPTER 3. Chapter 3: C++ Strings and SFML Time – Player Input and HUD 4. Chapter 4: Loops, Arrays, Switches, Enumerations, and Functions – Implementing Game Mechanics 5. Chapter 5: Collisions, Sound, and End Conditions – Making the Game Playable 6. Chapter 6: Object-Oriented Programming – Starting the Pong Game 7. Chapter 7: Dynamic Collision Detection and Physics – Finishing the Pong Game 8. Chapter 8: SFML Views – Starting the Zombie Shooter Game 9. Chapter 9: C++ References, Sprite Sheets, and Vertex Arrays 10. Chapter 10: Pointers, the Standard Template Library, and Texture Management 11. Chapter 11: Collision Detection, Pickups, and Bullets 12. Chapter 12: Layering Views and Implementing the HUD 13. Chapter 13: Sound Effects, File I/O, and Finishing the Game 14. Chapter 14: Abstraction and Code Management – Making Better Use of OOP 15. Chapter 15: Advanced OOP – Inheritance and Polymorphism 16. Chapter 16: Building Playable Levels and Collision Detection 17. Chapter 17: Sound Spatialization and the HUD 18. Chapter 18: Particle Systems and Shaders 19. Chapter 19: Game Programming Design Patterns – Starting the Space Invaders ++ Game 20. Chapter 20: Game Objects and Components 21. Chapter 21: File I/O and the Game Object Factory 22. Chapter 22: Using Game Objects and Building a Game 23. Chapter 23: Before You Go... 24. Other Books You May Enjoy

SFML

SFML is the Simple Fast Media Library. It is not the only C++ library for games and multimedia. It is possible to make an argument to use other libraries, but SFML seems to come through for me every time. Firstly, it is written using object-oriented C++. The benefits of object-oriented C++ are numerous, and you will experience them as you progress through this book.

SFML is also easy to get started with and is therefore a good choice if you are a beginner, yet at the same time it has the potential to build the highest-quality 2D games if you are a professional. So, a beginner can get started using SFML and not worry about having to start again with a new language/library as their experience grows.

Perhaps the biggest benefit is that most modern C++ programming uses OOP. Every C++ beginner’s guide I have ever read uses and teaches OOP. OOP is the future (and the now) of coding in almost all languages, in fact. So why, if you’re learning C++ from the beginning, would you want to do it any other way?

SFML has a module (code) for just about anything you would ever want to do in a 2D game. SFML works using OpenGL, which can also make 3D games. OpenGL is the de facto free-to-use graphics library for games when you want it to run on more than one platform. When you use SFML, you are automatically using OpenGL.

SFML allows you to create the following:

  • 2D graphics and animations, including scrolling game worlds.
  • Sound effects and music playback, including high-quality directional sound.
  • Input handling with a keyboard, mouse, and gamepad.
  • Online multiplayer features.
  • The same code can be compiled and linked on all major desktop operating systems, and mobile as well!.

Extensive research has not uncovered any more suitable ways to build 2D games for PC, even for expert developers and especially if you are a beginner and want to learn C++ in a fun gaming environment.

In the sections that follow, we will set up the development environment, beginning with a discussion on what to do if you are using Mac or Linux operating systems.

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