Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Beginning C++ Game Programming
  • Table Of Contents Toc
Beginning C++ Game Programming

Beginning C++ Game Programming

By : John Horton
3.4 (14)
close
close
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)
close
close
17
17. Before you go...

Chapter 7. C++ References, Sprite Sheets, and Vertex Arrays

In Chapter 4: Loops, Arrays, Switch, Enumerations, and Functions - Implementing Game Mechanics, we talked about scope. The concept that variables declared in a function or inner block of code only have scope (can be seen or used) in that function or block. Using only the C++ knowledge we have at the moment, this can cause a problem. What do we do if we need to work on a number of complex objects which are needed in main? This could imply that all the code must be in main.

In this chapter we will explore C++references which allow us to work on variables and objects that are otherwise out of scope. In addition, references will help us avoid having to pass large objects between functions, which is a slow process. It is a slow process because each time we do this, a copy of the variable or object must be made.

Armed with this new knowledge about references, we will take a look at the SFML VertexArray class that allows us to...

CONTINUE READING
83
Tech Concepts
36
Programming languages
73
Tech Tools
Icon Unlimited access to the largest independent learning library in tech of over 8,000 expert-authored tech books and videos.
Icon Innovative learning tools, including AI book assistants, code context explainers, and text-to-speech.
Icon 50+ new titles added per month and exclusive early access to books as they are being written.
Beginning C++ Game Programming
notes
bookmark Notes and Bookmarks search Search in title playlist Add to playlist download Download options font-size Font size

Change the font size

margin-width Margin width

Change margin width

day-mode Day/Sepia/Night Modes

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY

Submit Your Feedback

Modal Close icon
Modal Close icon
Modal Close icon