Beginning C++ Game Programming: Learn to program with C++ by building fun games,2nd Edition
Authors: John Horton
ISBN-10: 1838648577
ISBN-13: 9781838648572
Released: 2019-10-31
Print Length 页数: 746 pages
Publisher finelybook 出版社: Packt
Book Description
Get to grips with programming techniques and game development using C++ libraries and Visual Studio 2019
The second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019,SFML,and modern C++ programming techniques. With this book,you’ll get a fun introduction to game programming by building five fully playable games of increasing complexity. You’ll learn to build clones of popular games such as Timberman,Pong,a Zombie survival shooter,a coop puzzle platformer and Space Invaders.
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 particle effects,directional sound (spatialization),OpenGL programmable shaders,spawning objects,and much more. 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
What you will learn
Set up your game development project in Visual Studio 2019 and explore C++ libraries such as SFML
Explore C++ OOP by building a Pong game
Understand core game concepts such as game animation,game physics,collision detection,scorekeeping,and game sound
Use classes,inheritance,and references to spawn and control thousands of enemies and shoot rapid-fire machine guns
Add advanced features to your game using pointers,references,and the STL
Scale and reuse your game code by learning modern game programming design patterns
contents
1 Chapter 1: C++,SFML,Visual Studio,and Starting the First Game
2 Chapter 2: Variables,Operators,and Decisions – Animating Sprites
3 Chapter 3: C++ Strings and SFML Time – Player Input and HUD
4 Chapter 4: Loops,Arrays,Switches,Enumerations,and Functions – Implementing Game Mechanics
5 Chapter 5: Collisions,Sound,and End Conditions – Making the Game Playable
6 Chapter 6: Object-Oriented Programming – Starting the Pong Game
7 Chapter 7: Dynamic Collision Detection and Physics – Finishing the Pong Game
8 Chapter 8: SFML Views – Starting the Zombie Shooter Game
9 Chapter 9: C++ References,Sprite Sheets,and Vertex Arrays
10 Chapter 10: Pointers,the Standard Template Library,and Texture Management
11 Chapter 11: Collision Detection,Pickups,and Bullets
12 Chapter 12: Layering Views and Implementing the HUD
13 Chapter 13: Sound Effects,File I/O,and Finishing the Game
14 Chapter 14: Abstraction and Code Management – Making Better Use of OOP
15 Chapter 15: Advanced OOP – Inheritance and Polymorphism
16 Chapter 16: Building Playable Levels and Collision Detection
17 Chapter 17: Sound Spatialization and the HUD
18 Chapter 18: Particle Systems and Shaders
19 Chapter 19: Game Programming Design Patterns – Starting the Space Invaders ++ Game
20 Chapter 20: Game Objects and Components
21 Chapter 21: File I/O and the Game Object Factory
22 Chapter 22: Using Game Objects and Building a Game
23 Chapter 23: Before You Go…
24 Other Books You May Enjoy