Book Image

Beginning C++ Game Programming

Book Image

Beginning C++ Game Programming

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 (24 chapters)
Beginning C++ Game Programming
Credits
About the Author
About the Reviewer
www.PacktPub.com
Dedication
Preface
17
Before you go...

FAQ


Q) Why do we set the bee to inactive when it gets to -100? Why not just zero because 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. So 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 definitely out of the player's view.

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

A) To measure this 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.