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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

Summary

First, we looked at exactly what the new game is and how it will be played. Then, we made the project in the usual way and coded the shortest main function (main game loop) of the entire book!

Next, we began coding the new way we will handle the player’s input by delegating specific responsibilities to individual game entities/objects and having them listen for messages from a new InputDispatcher class.

We coded a class called Factory that will be responsible for “knowing” how to assemble all the different components we will build into usable derived types before being placed/composed inside GameObject instances.

We learned about C++ inheritance, polymorphism, and C++ smart pointers for passing responsibility for memory management to the compiler.

Then, we coded the key GameObject class. The Component class, which is the parent class for almost every other class, we will code in the rest of the book and which the GameObject instances will...

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