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...

OOP

Object-oriented programming is a programming paradigm that we could consider to be almost the standard way to code. It is true there are non-OOP ways to code and there are even some non-OOP game coding languages/libraries. However, since we are starting from scratch, there is no reason to do things in any other way.

OOP will do the following:

  • Make our code easier to manage, change, or update
  • Make our code quicker and more reliable to write
  • Make it possible to easily use other people's code (like we have with SFML)

We have already seen the third benefit in action. Let's discuss exactly what OOP is.

OOP is a way of programming that involves breaking our requirements down into chunks that are more manageable than the whole. Each chunk is self-contained yet potentially reusable by other programs, while working together as a whole with the other chunks. These chunks are what we have been referring to as objects.

When we plan and code an object...