Mastering C++ Game Development

High-end game development with advanced C++ 17 programming techniques
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Mastering C++ Game Development

Mickey Macdonald

High-end game development with advanced C++ 17 programming techniques

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Book Details

ISBN 139781788629225
Paperback344 pages

Book Description

Although many languages are now being used to develop games, C++ remains the standard for professional development. The majority of professional libraries and toolchains are still built using C++. The primary goal of this book is to teach you how to harness the power of the language and provide you with the ability to build high-quality games.

To begin, you will be presented with, an overview of popular development methodologies, and a short guide to updated features of the C++ 17 standard. You will learn how to leverage existing libraries such as OpenGL and the STL (standard library) to build complex systems. Throughout the journey, you will also build a set of C++ 17 compatible libraries that can be reused in your own development projects. In the last half of the book, you will work with demos designed to introduce you to advanced rendering techniques, interactive physics, advanced AI techniques, and even multiplayer game concerns with modern networks.

Table of Contents

Chapter 1: C++ for Game Development
The conventions used in the book
An overview of advanced C++ concepts
Inheritance and polymorphism
Pointers and referencing
const correctness
Memory management
Dealing with errors
Working with types and containers
Templating
Type inference and when to use it
Game programming patterns
Summary
Chapter 2: Understanding Libraries
Why do we use libraries?
Library build types
Header only or source libraries
Building a custom shareable library
Building a custom library
Building dynamic library on Windows using .def file
Sharing and consuming libraries
Summary
Chapter 3: Building a Strong Foundation
Building helper classes
Encapsulation with managers
Creating interfaces
Summary
Chapter 4: Building the Asset Pipeline
What is an asset pipeline?
Handling audio
Working with textures
The ImageLoader class
Importing models – meshes
Summary
Chapter 5: Building Gameplay Systems
Understanding states
Working with physics
Summary
Chapter 6: Creating a Graphical User Interface
Coordinate systems and positioning
Adding control logic
Rendering the GUI
Summary
Chapter 7: Advanced Rendering
Introduction to shaders
Lighting effects
Per-fragment Phong interpolation
Using Shaders to create effects
Summary
Chapter 8: Advanced Gameplay Systems
Implementing a scripting language
Introducing LUA
Implementing LUA
Building a dialog system
Constructing the C++ infrastructure
Creating a dialog tree script
Scripting quests
Summary
Chapter 9: Artificial Intelligence
What is game AI?
Making decisions
Motion and pathfinding techniques
Summary
Chapter 10: Multiplayer
Introduction to multiplayer in games
Network design and protocol development
Creating a simple TCP server
Summary
Chapter 11: Virtual Reality
Quick VR overview
Current VR hardware
VR rendering concepts
Headset SDKs
Implementing VR support
Summary

What You Will Learn

  • Work and communicate effectively in the modern games industry
  • Develop simple and advanced gameplay systems
  • How to leverage the standard core C++ libraries
  • Use modern real-time rendering techniques to achieve immersive 3D visuals
  • Achieve a narrative-driven game experience using a variety of data management techniques
  • Implement scripting using LUA
  • Learn AI algorithms and concepts for handling motion, behavior, and decision making
  • Implementation of the OpenGL, Bullet Physics, GLM, SteamVR and other common libraries

Authors

Table of Contents

Chapter 1: C++ for Game Development
The conventions used in the book
An overview of advanced C++ concepts
Inheritance and polymorphism
Pointers and referencing
const correctness
Memory management
Dealing with errors
Working with types and containers
Templating
Type inference and when to use it
Game programming patterns
Summary
Chapter 2: Understanding Libraries
Why do we use libraries?
Library build types
Header only or source libraries
Building a custom shareable library
Building a custom library
Building dynamic library on Windows using .def file
Sharing and consuming libraries
Summary
Chapter 3: Building a Strong Foundation
Building helper classes
Encapsulation with managers
Creating interfaces
Summary
Chapter 4: Building the Asset Pipeline
What is an asset pipeline?
Handling audio
Working with textures
The ImageLoader class
Importing models – meshes
Summary
Chapter 5: Building Gameplay Systems
Understanding states
Working with physics
Summary
Chapter 6: Creating a Graphical User Interface
Coordinate systems and positioning
Adding control logic
Rendering the GUI
Summary
Chapter 7: Advanced Rendering
Introduction to shaders
Lighting effects
Per-fragment Phong interpolation
Using Shaders to create effects
Summary
Chapter 8: Advanced Gameplay Systems
Implementing a scripting language
Introducing LUA
Implementing LUA
Building a dialog system
Constructing the C++ infrastructure
Creating a dialog tree script
Scripting quests
Summary
Chapter 9: Artificial Intelligence
What is game AI?
Making decisions
Motion and pathfinding techniques
Summary
Chapter 10: Multiplayer
Introduction to multiplayer in games
Network design and protocol development
Creating a simple TCP server
Summary
Chapter 11: Virtual Reality
Quick VR overview
Current VR hardware
VR rendering concepts
Headset SDKs
Implementing VR support
Summary

Book Details

ISBN 139781788629225
Paperback344 pages
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