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...

FAQ

Q) I can foresee that positioning sprites by their top-left corner could sometimes be inconvenient. Is there an alternative?

A) Fortunately, you can choose what point of a sprite is used as the positioning/origin pixel, just like we did with messageText, using the setOrigin function.

Q) The code is getting rather long and I am struggling to keep track of where everything is. How can we fix this?

A) Yes, I agree. In the next chapter, we will look at the first of a few ways we can organize our code and make it more readable. We will look at this when we learn about writing C++ functions. In addition, we will learn about a new way we can handle multiple objects/variables of the same type (like the clouds) when we learn about C++ arrays.