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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

OOP and the Zombie Arena project

The initial problem we are facing is the complexity of the current project. Let’s consider that there is just a single zombie; here is what we need to make it function in the game:

  • Its horizontal and vertical position
  • Its size
  • The direction it is facing
  • A different texture for each zombie type
  • A sprite
  • A different speed for each zombie type
  • A different health for each zombie type
  • Keeping track of the type of each zombie
  • Collision detection data
  • Its intelligence (to chase the player), which is slightly different for each type of zombie
  • An indication of whether the zombie is alive or dead

This perhaps suggests a dozen variables for just one zombie, and entire arrays of each of these variables will be required for managing a zombie horde. But what about all the bullets from the machine gun, the pick-ups, and the different level-ups? The code from the much simpler Timber...

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