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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

Controlling the game camera with SFML View

In my opinion, the SFML View class is one of the most useful classes. After finishing this book, if you make games without using a media/gaming library, you will really notice the absence of View.

The View class allows us to consider our game as taking place in its own world, with its own properties. What do I mean? Well, when we create a game, we are usually trying to create a virtual world. That virtual world rarely, if ever, is measured in pixels, and rarely, if ever, will that world be the same number of pixels as the player’s monitor. We need a way to abstract the virtual world we are building so that it can be of whatever size or shape we like.

Another way to think of SFML View is as a camera through which the player views a part of our virtual world. Most games will have more than one camera/view of the world.

For example, consider a split-screen game where two players can be in different parts of the world at the...

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