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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

FAQ

Here are some questions that might be on your mind:

Q) I am struggling with the content that’s been presented so far. Am I cut out for programming?

A) Setting up a development environment and getting your head around OOP as a concept is probably the toughest thing you will do in this book. As long as your game is functioning (drawing the background), you are ready to proceed with the next chapter.

Q) All this talk of OOP, classes, and objects is too much and kind of spoiling the whole learning experience.

A) Don’t worry. We will keep returning to OOP, classes, and objects constantly. In Chapter 6, Object-Oriented Programming – Starting the Pong Game, we will really begin getting to grips with the whole OOP thing. All you need to understand for now is that SFML have written a whole load of useful classes and that we get to use this code by creating usable objects from those classes.

Q) I really don’t get this function stuff.

A) It doesn’t matter; we will be returning to it again constantly and will learn about functions more thoroughly. You just need to know that, when a function is called, its code is executed, and when it is done (reaches a return statement), the program jumps back to the code that called it.

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