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

Preface

This book provides a detailed look at some of the aspects of C++ which could be used for games development.

What this book covers

Chapter 1, Game Development Basics, explains the basics of C++ programming, writing small programs to be used in games, and how to handle memory in games.

Chapter 2, Object-Oriented Approach and Design in Games, explains the use OOP concepts in games, and you will make a small prototype text-based game.

Chapter 3, Data Structures in Game Development, introduces all the simple and complex data structures in C++ and shows how to use them effectively in games.

Chapter 4, Algorithms for Game Development, explains various algorithms that can be used in games. It also covers means to measure the efficiency of an algorithm.

Chapter 5, Event-Driven Programming – Making Your First 2D Game, introduces Windows programming, creating sprites, and animation.

Chapter 6, Design Patterns for Game Development, explains how to use well-known design patterns in game development and when not to use them.

Chapter 7, Organizing and Backing Up, explains the importance of backing up data and the importance of sharing data across a team.

Chapter 8, AI in Game Development, explains how to approach writing artificial intelligence in games.

Chapter 9, Physics in Game Development, explains how to make bodies collide and how to use third-party physics libraries, such as Box2D, to make games.

Chapter 10, Multithreading in Game Development, explains how to use the thread architecture of C++11 to make games.

Chapter 11, Networking in Game Development, explains the fundamentals of writing a multiplayer game.

Chapter 12, Audio in Game Development, explains how to add sound and music effects to games, and avoiding memory leaks while playing sounds.

Chapter 13, Tips and Tricks, has some neat tips and tricks of using C++ to make games.

What you need for this book

For this book you would require a Windows machine and a working copy of Visual Studio 2015 Community Edition.

Who this book is for

This book should be primarily used by college students wanting to enter the games industry or enthusiastic school students who want to get their hands dirty early and understand the fundamentals of game programming. This book also has some very technical chapters which will be very useful for industry professionals for reference or to keep by the side while solving complex problems.

Sections

In this book, you will find several headings that appear frequently (Getting ready, How to do it, How it works, There's more, and See also).

To give clear instructions on how to complete a recipe, we use these sections as follows:

Getting ready

This section tells you what to expect in the recipe, and describes how to set up any software or any preliminary settings required for the recipe.

How to do it…

This section contains the steps required to follow the recipe.

How it works…

This section usually consists of a detailed explanation of what happened in the previous section.

There's more…

This section consists of additional information about the recipe in order to make the reader more knowledgeable about the recipe.

See also

This section provides helpful links to other useful information for the recipe.

Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "If you have a file called main.cpp, it will generate an object code called main.o."

A block of code is set as follows:

#include <iostream>
#include <conio.h>

using namespace std;

int countTotalBullets(int iGun1Ammo, int iGun2Ammo)
{
    return iGun1Ammo + iGun2Ammo;
}

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "Click on Download Visual Studio Community."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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