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...

Meet C++

Now that we know what games we will be building, let’s get started by introducing C++, Visual Studio, and SFML. One question you might have is, why use the C++ language at all? C++ is fast – very fast. What makes this true is the fact that the code that we write is directly translated into machine-executable instructions. These instructions are what make the game. The executable game is contained within a .exe file, which the player can simply double-click to run.

There are a few steps in the process of changing our code into an executable file. First, the preprocessor looks to see if any other code needs to be included within our own code and adds it. Next, all the code is compiled into object files by the compiler program. Finally, a third program, called the linker, joins all the object files into the executable file for our game.

In addition, C++ is well established at the same time as being extremely up to date. C++ is an object-oriented programming (OOP) language, which means we can write and organize our code using well-tested conventions that make our games efficient and manageable. The benefits as well as the necessity of this will reveal themselves as we progress through this book.

Most of this other code that I referred to, as you might be able to guess, is SFML, and we will find out more about SFML in just a minute. The preprocessor, compiler, and linker programs I have just mentioned are all part of the Visual Studio integrated development environment (IDE).