Beginning C++ Game Programming: Learn to program with C++ by building fun games

Author:   John Horton
Publisher:   Packt Publishing Limited
Edition:   2nd Revised edition
ISBN:  

9781838648572


Pages:   746
Publication Date:   31 October 2019
Format:   Paperback
Availability:   In stock   Availability explained
We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately.

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Beginning C++ Game Programming: Learn to program with C++ by building fun games


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Overview

Get to grips with programming techniques and game development using C++ libraries and Visual Studio 2019 Key Features Learn game development and C++ with a fun, example-driven approach Build clones of popular games such as Timberman, Zombie Survival Shooter, a co-op puzzle platformer, and Space Invaders Discover tips to expand your finished games by thinking critically, technically, and creatively Book DescriptionThe 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 Who this book is forThis book is perfect for you if you have no C++ programming knowledge, you need a beginner-level refresher course, or you want to learn how to build games or just use games as an engaging way to learn C++. Whether you aspire to publish a game (perhaps on Steam) or just want to impress friends with your creations, you'll find this book useful.

Full Product Details

Author:   John Horton
Publisher:   Packt Publishing Limited
Imprint:   Packt Publishing Limited
Edition:   2nd Revised edition
ISBN:  

9781838648572


ISBN 10:   1838648577
Pages:   746
Publication Date:   31 October 2019
Audience:   General/trade ,  General
Format:   Paperback
Publisher's Status:   Active
Availability:   In stock   Availability explained
We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately.

Table of Contents

Table of Contents C++, SFML, Visual Studio, and Starting the First Game Variables, Operators, and Decisions – Animating Sprites C++ Strings and SFML Time – Player Input and HUD Loops, Arrays, Switches, Enumerations, and Functions – Implementing Game Mechanics Collisions, Sound, and End Conditions – Making the Game Playable Object-Oriented Programming – Starting the Pong Game Dynamic Collision Detection and Physics – Finishing the Pong Game SFML Views – Starting the Zombie Shooter Game C++ References, Sprite Sheets, and Vertex Arrays Pointers, the Standard Template Library, and Texture Management Collision Detection, Pickups, and Bullets Layering Views and Implementing the HUD Sound Effects, File I/O, and Finishing the Game Abstraction and Code Management – Making Better Use of OOP Advanced OOP – Inheritance and Polymorphism Building Playable Levels and Collision Detection Sound Spatialization and the HUD Particle Systems and Shaders Game Programming Design Patterns – Starting the Space Invaders ++ Game Game Objects and Components File I/O and the Game Object Factory Using Game Objects and Building a Game Before You Go...

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Author Information

John Horton is a programming and gaming enthusiast based in the UK. He has a passion for writing apps, games, books, and blog articles. He is the founder of Game Code School.

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