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...

Summary

This was quite a challenging chapter and perhaps a little bit mean to be the first one. It is true that configuring an IDE to use a C++ library can be a bit awkward and long. Also, the concepts of classes and objects are well known to be slightly awkward for people who are new to coding.

Now that we are at this stage, however, we can totally focus on C++, SFML, and games. As we progress with this book, we will learn more and more C++, as well as implement increasingly interesting game features. As we do so, we will take a further look at things such as functions, classes, and objects to help demystify them a little more.

We have achieved plenty in this chapter, including outlining a basic C++ program with the main function, constructing a simple game loop that listens for player input and draws a sprite (along with its associated texture) to the screen.

In the next chapter, we will learn about all the C++ we need to draw some more sprites and animate them.