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...

Chapter 9: C++ References, Sprite Sheets, and Vertex Arrays

In Chapter 4, Loops, Arrays, Switches, Enumerations, and Functions – Implementing Game Mechanics, we talked about scope. This is the concept that variables declared in a function or inner block of code only have scope (that is, can be seen or used) in that function or block. Using only the C++ knowledge we have currently, this can cause a problem. What do we do if we need to work on a few complex objects that are needed in the main function? This could imply all the code must be in the main function.

In this chapter, we will explore C++ references, which allow us to work on variables and objects that are otherwise out of scope. In addition to this, these references will help us avoid having to pass large objects between functions, which is a slow process. It is slow because each time we do this, a copy of the variable or object must be made.

Armed with this new knowledge of references, we will look at the SFML...