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Beginning C++ Game Programming

Beginning C++ Game Programming

By : John Horton
3.4 (14)
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Beginning C++ Game Programming

Beginning C++ Game Programming

3.4 (14)
By: John Horton

Overview of this book

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 (18 chapters)
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17
17. Before you go...

Chapter 16.  Extending SFML Classes, Particle Systems, and Shaders

In this final chapter, we will explore the C++ concept of extending other people's classes. More specifically, we will look at the SFML Drawable class and the benefits of using it as a base class for our own classes. We will also scratch the surface of the topic of OpenGL shaders and see how writing code in another language OpenGL Shading Language (GLSL), which can be run directly on the graphics card, can lead to smooth graphical effects that might otherwise be impossible. As usual, we will also use our new skills and knowledge to enhance the current project.

Here is a list of the topics in the order we will cover them:

  • The SFML Drawable class
  • Building a particle system
  • OpenGl shaders and GLSL
  • Using shaders in the Thomas Was Late game
CONTINUE READING
83
Tech Concepts
36
Programming languages
73
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Beginning C++ Game Programming
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