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...

FAQ

Q) Why do we set the bee to inactive when it gets to -100? Why not just zero since zero is the left-hand side of the window?

A) The bee graphic is 60 pixels wide and its origin is at the top left pixel. As a result, when the bee is drawn with its origin at x equals zero, the entire bee graphic is still on screen for the player to see. By waiting until it is at -100, we can be sure it is out of the player's view.

Q) How do I know how fast my game loop is?

A) If you have a modern NVIDIA graphics card, you might be able to already by configuring your GeForce Experience overlay to show the frame rate. To measure this explicitly using our own code, however, we will need to learn a few more things. We will add the ability to measure and display the current frame rate in Chapter 5, Collisions, Sound, and End Conditions – Making the Game Playable.