Beginning C++ Game Programming

Learn C++ from scratch and get started building your very own games

Beginning C++ Game Programming

John Horton

16 customer reviews
Learn C++ from scratch and get started building your very own games
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Book Details

ISBN 139781786466198
Paperback520 pages

Book Description

This book is all about offering you a fun introduction to the world of game programming, C++, and the OpenGL-powered SFML using three fun, fully-playable games. These games are an addictive frantic two-button tapper, a multi-level zombie survival shooter, and a split-screen multiplayer puzzle-platformer.

We will start with the very basics of programming, such as variables, loops, and conditions and you will become more skillful with each game as you move through the key C++ topics, such as OOP (Object-Orientated Programming), C++ pointers, and an introduction to the Standard Template Library. While building these games, you will also learn exciting game programming concepts like particle effects, directional sound (spatialization), OpenGL programmable Shaders, spawning thousands of objects, and more.

Table of Contents

Chapter 16: Extending SFML Classes, Particle Systems, and Shaders
Chapter 17: Before you go...

What You Will Learn

  • Get to know C++ from scratch while simultaneously learning game building
  • Learn the basics of C++, such as variables, loops, and functions to animate game objects, respond to collisions, keep score, play sound effects, and build your first playable game.
  • Use more advanced C++ topics such as classes, inheritance, and references to spawn and control thousands of enemies, shoot with a rapid fire machine gun, and realize random scrolling game-worlds
  • Stretch your C++ knowledge beyond the beginner level and use concepts such as pointers, references, and the Standard Template Library to add features like split-screen coop, immersive directional sound, and custom levels loaded from level-design files
  • Get ready to go and build your own unique games!

Authors

Table of Contents

Chapter 16: Extending SFML Classes, Particle Systems, and Shaders
Chapter 17: Before you go...

Book Details

ISBN 139781786466198
Paperback520 pages
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