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Beginning C++ Game Programming

Beginning C++ Game Programming

By : John Horton
4.3 (27)
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Beginning C++ Game Programming

Beginning C++ Game Programming

4.3 (27)
By: John Horton

Overview of this book

Always dreamed of creating your own games? With the third edition of Beginning C++ Game Programming, you can turn that dream into reality! This beginner-friendly guide is updated and improved to include the latest features of VS 2022, SFML, and modern C++20 programming techniques. You'll get a fun introduction to game programming by building four fully playable games of increasing complexity. You'll build clones of popular games such as Timberman, Pong, a Zombie survival shooter, and an endless runner. 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 vertex arrays, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. You’ll dive deep into game mechanics and implement input handling, levelling up a character, and simple enemy AI. 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.
Table of Contents (24 chapters)
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22
Other Books You May Enjoy
23
Index

Run!

Welcome to the final project: Run! Run is an endless runner where the objective of the player is to stay ahead of the disappearing platforms that are catching them up from behind. In this project, we will learn loads of new game programming techniques and even more C++ topics to implement those techniques. Perhaps the best improvement this game will have over the previous games is that it will be way more object oriented than any of the others. There will be many more classes than any of the preceding projects but most of the code files for these classes will be short and uncomplicated. Furthermore, we will build a game where the functionality and appearance of all the in-game objects are pushed out to classes, leaving the main game loop unchanged regardless of what the game objects do. This is powerful because it means you can make a hugely varied game just by designing new stand-alone components (classes) that describe the behavior and appearance of the required game entity...

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