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

Here are some questions that might be on your mind:

Q) Despite using classes, I am finding that the code is getting very long and unmanageable again.

A) One of the biggest issues is the structure of our code. As we learn more C++, we will also learn ways to make the code more manageable and generally less lengthy. We will do so in the next project and the final project too. By the end of this book, you will know about a number of strategies that you can use to manage your code.

Q) The sound effects seem a bit flat and unrealistic. How can they be improved?

A) One way to significantly improve the feeling the player gets from sound is to make the sound directional, as well as changing the volume based on the distance of the sound source to the player character. We will use SFML's advanced sound features in the next project.