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 have explored sound spatialization. Our "Thomas Was Late" game is not only fully playable now, but we have added directional sound effects and a simple but informative HUD. We can also add new levels with ease. At this point, we could call it a day.

It would be nice to add a bit more sparkle. In the next chapter, we will look into two gaming concepts. First, we will look at particle systems, which are how we can handle things such as explosions or other special effects. To achieve this, we will need to learn a bit more C++. Due to this, the topic of multiple inheritance will be introduced.

After that, we will add the final flourish to the game when we learn about OpenGL and the programmable graphics pipeline. We will then be able to dip our toes into the GLSL language, which allows us to write code that executes directly on the GPU so that we can create some special effects.