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...

C++ references

When we pass values to a function or return values from a function, that is exactly what we are doing – passing/returning by value. What happens is that a copy of the value held by the variable is made and then sent to the function, where it is used.

The significance of this is twofold:

  1. If we want the function to make a permanent change to a variable, this system is no good to us.
  2. When a copy is made to pass in as an argument or returned from the function, processing power and memory are consumed. For a simple int, or even perhaps a Sprite, this is insignificant. However, for a complex object, perhaps an entire game world (or background), the copying process will seriously affect our game's performance.

References are the solution to these two problems. A reference is a special type of variable. A reference refers to another variable. Here is an example to help you understand this better:

int numZombies = 100;
int& rNumZombies...