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...

Improving the game and the code

Take a look at these suggested enhancements for the Timber!!! project. You can see the enhancements in action in the Runnable folder of the download bundle:

  • Speed up the code: There is a part of our code that is slowing down our game. It doesn't matter for this simple game, but we can speed things up by putting the sstream code in a block that only executes occasionally. After all, we don't need to update the score thousands of times a second!
  • Debugging console: Let's add some more text so that we can see the current frame rate. Like the score, we don't need to update this too often. Once every hundred frames will do.
  • Add more trees to the background: Simply add some more tree sprites and draw them in whatever position looks good (some nearer the camera and some further away).
  • Improve the visibility of the HUD text: We can draw simple RectangleShape objects behind the score and the FPS counter. Black with a bit...