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 completed all the code that will draw our game objects to the screen, control their behavior, and let them interact with other classes through collisions. The most important thing to take away from this chapter is not how any of the specific component-based classes work but how flexible the Entity-Component system is. If you want a game object that behaves in a certain way, create a new update component. If it needs to know about other objects in the game, get a pointer to the appropriate component in the start function. If it needs to be drawn in a fancy manner, perhaps with a shader or an animation, code a graphics component that performs the actions in the draw function. If you need multiple colliders, like we did for Thomas and Bob in the Thomas Was Late project, this is no problem: code a new collider-based component.

In the next chapter, we will code the file input and output system, as well as the class that will be the factory that builds...