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...

What is spatialization?

Spatialization is the act of making something relative to the space it is a part of, or within. In our daily lives, everything in the natural world, by default, is spatialized. If a motorbike whizzes past from left to right, we will hear the sound grow from faint to loud from one side to the other. As it passes by, it will become more prominent in the other ear, before fading into the distance once more. If we were to wake up one morning and the world was no longer spatialized, it would be exceptionally weird.

If we can make our video games a little bit more like the real world, our players can become more immersed. Our zombie game would have been a lot more fun if the player could have heard them faintly in the distance and their inhuman wailing grew louder as they drew closer, from one direction or another.

It is probably obvious that the mathematics of spatialization will be complex. How do we calculate how loud a given sound will be in a specific speaker...