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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
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23
Index

Graphics, Cameras, Action

We need to talk in depth about the way the graphics will work in this project. As we will be coding the cameras that do the drawing in this chapter, now seems like a good time to talk about the graphics too. If you look in the graphics folder, there is just one graphic. Furthermore, we are not calling window.draw at any point in our code so far. We will discuss why draw calls should be kept to a minimum, as well as implement our Camera classes that will handle this for us. Finally, by the end of this chapter, we will be able to run the game and see the cameras in action, including the main view, the radar view, and the timer text.

The completed code for this chapter is in the Run3 folder.

Here is what is coming up in this chapter:

  • Cameras, draw calls, and SFML View
  • Coding the camera classes
  • Adding camera instances to the game
  • Running the game

The code for this chapter is in the Run3 folder.

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