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...

Design patterns

A design pattern is a reusable solution to a coding problem. In fact, most games (including this one) will use multiple design patterns. The key point about design patterns is this: they are already proven to provide a good solution to a common problem. We are not going to invent any design patterns – we are just going to use some that already exist to solve the problem of our ever-expanding code.

Many design patterns are quite complicated and require further study beyond the level of this book if you want to even begin learning them. What follows is a simplification of a few key game development-related patterns that will help fulfill the second objective of this book. You're urged to continue your study to implement them more comprehensively and alongside even more patterns than will be discussed here.

Let's look at the design patterns that are used in the Space Invaders ++ project.

Screen, InputHandler, UIPanel, and Button

This project...