Book Image

C++ Game Development Cookbook

By : Druhin Mukherjee
Book Image

C++ Game Development Cookbook

By: Druhin Mukherjee

Overview of this book

<p>C++ is one of the preferred languages for game development as it supports a variety of coding styles that provides low-level access to the system. C++ is still used as a preferred game programming language by many as it gives game programmers control of the entire architecture, including memory patterns and usage. However, there is little information available on how to harness the advanced features of C++ to build robust games.</p> <p>This book will teach you techniques to develop logic and game code using C++. The primary goal of this book is to teach you to create high-quality games using C++ game programming scripts and techniques, regardless of the library or game engine you use. It will show you how to make use of the object-oriented capabilities of C++ so you can write well-structured and powerful games of any genre. The book also explores important areas such as physics programming and audio programming, and gives you other useful tips and tricks to improve your code.</p> <p>By the end of this book, you will be competent in game programming using C++, and will be able to develop your own games in C++.</p>
Table of Contents (20 chapters)
C++ Game Development Cookbook
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Introduction


Let us consider that we are faced with a certain problem. After some time, we find a solution to that problem. Now, if the problem reoccurs, or a similar pattern to the problem reoccurs, we will know how to solve the problem by applying the same principle that solved the previous problem. Design patterns are similar to this. There are already 23 such solutions documented, which provide subtle solutions for dealing with problems that have a similar pattern to the ones that are documented. They are described by the authors more commonly referred to as the Gang of Four. They are not complete solutions, but rather templates or frameworks that can be applied to similar situations. One of the biggest drawbacks of design patterns, however, is that if they are not applied correctly, they can prove to be disastrous. Design patterns can be classified as structural, behavioral, or creational. We will be looking at only a few of them, which are used often in games development.