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...

Preparing to code the components

As you work through this chapter, there will be lots of errors, and some of them won't seem logical. For example, you will get errors saying that a class doesn't exist when it is one of the classes you have already coded. The reason for this is that, when a class has an error in it, other classes can't reliably use it without getting errors as well. It is because of the interconnected nature of all the classes that we will not get rid of all the errors and have executable code again until near the end of the next chapter. It would have been possible to add code in smaller chunks to the various classes and the project would have been error-free more frequently. Doing things that gradually, however, would have meant constantly dipping in and out of classes. When you are building your own projects, this is sometimes a good way to do it, but I thought the most instructive thing to do for this project would be to help you get it built as quickly...