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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

Building the Menu and Making It Rain

In this chapter, we will implement two significant features. One of them is a menu screen to keep the player informed of their options for starting, pausing, restarting, and quitting the game. The other job will be to create a simple rain effect. You could argue that the rain effect isn’t necessary, or even that it doesn’t fit the game, but it is easy, fun, and a good trick to learn. What you should expect by now, and yet is still perhaps the most interesting aspect of this chapter, is how we will achieve both these objectives by coding classes derived from Graphics and Update, composing them in GameObject instances, and they will just work alongside all our other game entities.

This is what’s coming up in this chapter:

  • Building an interactive menu
  • Coding the MenuUpdate class
  • Coding the MenuGraphics class
  • Building a menu in the factory
  • Making it rain
  • Coding the RainGraphics class...

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