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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

To get the most out of this book

There are no knowledge prerequisites for this book. You do not need to know how to program as the book takes you from zero knowledge to four playable games. It will help a little if you have played a few video games and you are determined to learn.

Download the example code files

The code bundle for the book is hosted on GitHub at https://github.com/PacktPublishing/Beginning-C-Game-Programming-Third-Edition. We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!

Download the color images

We also provide a PDF file that has color images of the screenshots/diagrams used in this book. You can download it here: https://packt.link/gbp/9781835081747.

Conventions used

There are a number of text conventions used throughout this book.

CodeInText: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. For example: “My main project directory is D:\VS Projects\Timber.”

A block of code is set as follows:

int playerScore = 0;
char playerInitial = 'J';
float valuePi = 3.141f;
bool isAlive = true;

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

// Make a tree sprite
Texture textureTree;
textureTree.loadFromFile("graphics/tree.png");
Sprite spriteTree;
spriteTree.setTexture(textureTree);
spriteTree.setPosition(810, 0);
while (window.isOpen())
{

Any command-line input or output is written as follows:

# cp /usr/src/asterisk-addons/configs/cdr_mysql.conf.sample
     /etc/asterisk/cdr_mysql.conf

Bold: Indicates a new term, an important word, or words that you see on the screen. For instance, words in menus or dialog boxes appear in the text like this. For example: “Select System info from the Administration panel.”

Warnings or important notes appear like this.

Tips and tricks appear like this.

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