Book Image

Expert C++

By : Vardan Grigoryan, Shunguang Wu
5 (1)
Book Image

Expert C++

5 (1)
By: Vardan Grigoryan, Shunguang Wu

Overview of this book

C++ has evolved over the years and the latest release – C++20 – is now available. Since C++11, C++ has been constantly enhancing the language feature set. With the new version, you’ll explore an array of features such as concepts, modules, ranges, and coroutines. This book will be your guide to learning the intricacies of the language, techniques, C++ tools, and the new features introduced in C++20, while also helping you apply these when building modern and resilient software. You’ll start by exploring the latest features of C++, and then move on to advanced techniques such as multithreading, concurrency, debugging, monitoring, and high-performance programming. The book will delve into object-oriented programming principles and the C++ Standard Template Library, and even show you how to create custom templates. After this, you’ll learn about different approaches such as test-driven development (TDD), behavior-driven development (BDD), and domain-driven design (DDD), before taking a look at the coding best practices and design patterns essential for building professional-grade applications. Toward the end of the book, you will gain useful insights into the recent C++ advancements in AI and machine learning. By the end of this C++ programming book, you’ll have gained expertise in real-world application development, including the process of designing complex software.
Table of Contents (22 chapters)
1
Section 1: Under the Hood of C++ Programming
7
Section 2: Designing Robust and Efficient Applications
17
Section 3: C++ in the AI World

Introduction to game design

In this chapter, we will design the backend of a strategy game where the player can create units (workers, soldiers), build buildings, and fight the enemy. Whenever you design a game, whether it's a strategy game or a first-person shooter, there are several fundamental components that are the same, such as game physics, which are used to make the game feel more real and immersive to the player.

There are components in game design that are repeated in almost all games, such as collision detection mechanisms, the audio system, graphics rendering, and so on. When designing a game, we can either distinguish between the engine and the game or develop a strongly tied application representing both the engine and the game as a single outcome. Designing the game engine separately allows it to be extended for further releases and even used for other games...