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 discovered the basics of OOP, such as how to code and use a class, including making use of encapsulation to control how code outside of our classes can access the member variables, but only to the extent and in the manner that we want it to. This is just like SFML classes, which allow us to create and use Sprite and Text instances, but only in the way they were designed to be used.

Don't concern yourself too much if some of the details around OOP and classes are not entirely clear. The reason I say this is because we will spend the rest of this book coding classes and the more we use them, the clearer they will become.

Furthermore, we have a working bat and a HUD for our Pong game.

In the next chapter, we will code the Ball class and get it bouncing around the screen. We will then be able to add collision detection and finish the game.