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

In this chapter, we learned about some new C++ concepts, such as inheritance, which allows us to extend a class and gain all its functionality. We also learned that we can declare variables as protected and that this will give the child class access to them, but they will still be encapsulated (hidden) from all other code. We also used pure virtual functions, which make a class abstract, meaning that the class cannot be instantiated and must therefore be inherited from/extended. We were also introduced to the concept of polymorphism, but will need to wait until the next chapter to use it in our game.

In the next chapter, we will add some major functionality to the game. By the end of the next chapter, Thomas and Bob will be walking, jumping, and falling. They will even be able to jump on each other's heads, as well as exploring some level designs that have been loaded from a text file.