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 TextureHolder class

Thousands of zombies represent a new challenge. Not only would loading, storing, and manipulating thousands of copies of three different zombie textures take up a lot of memory, but also a lot of processing power. We will create a new type of class that overcomes this problem and allows us to store just one of each texture.

We will also code the class in such a way that there can only ever be one instance of it. This type of class is called a singleton.

Tip

A singleton is a design pattern. A design pattern is a way to structure our code that is proven to work.

Furthermore, we will also code the class so that it can be used anywhere in our game code directly through the class name, without access to an instance.

Coding the TextureHolder header file

Let's make a new header file. Right-click Header Files in the Solution Explorer and select Add | New Item.... In the Add New Item window, highlight (by left-clicking) Header File (.h), and then...