Book Image

Beginning C++ Game Programming - Second Edition

By : John Horton
Book Image

Beginning C++ Game Programming - Second Edition

By: John Horton

Overview of this book

The second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019, SFML, and modern C++ programming techniques. With this book, you’ll get a fun introduction to game programming by building five fully playable games of increasing complexity. You’ll learn to build clones of popular games such as Timberman, Pong, a Zombie survival shooter, a coop puzzle platformer and Space Invaders. The book starts by covering the basics of programming. You’ll study key C++ topics, such as object-oriented programming (OOP) and C++ pointers, and get acquainted with the Standard Template Library (STL). The book helps you learn about collision detection techniques and game physics by building a Pong game. As you build games, you’ll also learn exciting game programming concepts such as particle effects, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. Finally, you’ll explore game design patterns to enhance your C++ game programming skills. By the end of the book, you’ll have gained the knowledge you need to build your own games with exciting features from scratch
Table of Contents (25 chapters)
23
Chapter 23: Before You Go...

The Standard Template Library

The Standard Template Library (STL) is a collection of data containers and ways to manipulate the data we put in those containers. If we want to be more specific, it is a way to store and manipulate different types of C++ variables and classes.

We can think of the different containers as customized and more advanced arrays. The STL is part of C++. It is not an optional thing that needs to be set up like SFML.

The STL is part of C++ because its containers and the code that manipulates them are fundamental to many types of code that many apps will need to use.

In short, the STL implements code that we and just about every C++ programmer is almost bound to need, at least at some point, and probably quite regularly.

If we were to write our own code to contain and manage our data, then it is unlikely we would write it as efficiently as the people who wrote the STL.

So, by using the STL, we guarantee that we are using the best written code possible...