Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn to program with C++ by building fun games

Arrow left icon
Product type Paperback
Published in Oct 2019
Publisher Packt
ISBN-13 9781838648572
Length 746 pages
Edition 2nd Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
John Horton John Horton
Author Profile Icon John Horton
John Horton
Arrow right icon
View More author details
Toc

Table of Contents (25) Chapters Close

Preface 1. Chapter 1: C++, SFML, Visual Studio, and Starting the First Game FREE CHAPTER 2. Chapter 2: Variables, Operators, and Decisions – Animating Sprites 3. Chapter 3: C++ Strings and SFML Time – Player Input and HUD 4. Chapter 4: Loops, Arrays, Switches, Enumerations, and Functions – Implementing Game Mechanics 5. Chapter 5: Collisions, Sound, and End Conditions – Making the Game Playable 6. Chapter 6: Object-Oriented Programming – Starting the Pong Game 7. Chapter 7: Dynamic Collision Detection and Physics – Finishing the Pong Game 8. Chapter 8: SFML Views – Starting the Zombie Shooter Game 9. Chapter 9: C++ References, Sprite Sheets, and Vertex Arrays 10. Chapter 10: Pointers, the Standard Template Library, and Texture Management 11. Chapter 11: Collision Detection, Pickups, and Bullets 12. Chapter 12: Layering Views and Implementing the HUD 13. Chapter 13: Sound Effects, File I/O, and Finishing the Game 14. Chapter 14: Abstraction and Code Management – Making Better Use of OOP 15. Chapter 15: Advanced OOP – Inheritance and Polymorphism 16. Chapter 16: Building Playable Levels and Collision Detection 17. Chapter 17: Sound Spatialization and the HUD 18. Chapter 18: Particle Systems and Shaders 19. Chapter 19: Game Programming Design Patterns – Starting the Space Invaders ++ Game 20. Chapter 20: Game Objects and Components 21. Chapter 21: File I/O and the Game Object Factory 22. Chapter 22: Using Game Objects and Building a Game 23. Chapter 23: Before You Go... 24. Other Books You May Enjoy

Summary

In this chapter, we have explored sound spatialization. Our "Thomas Was Late" game is not only fully playable now, but we have added directional sound effects and a simple but informative HUD. We can also add new levels with ease. At this point, we could call it a day.

It would be nice to add a bit more sparkle. In the next chapter, we will look into two gaming concepts. First, we will look at particle systems, which are how we can handle things such as explosions or other special effects. To achieve this, we will need to learn a bit more C++. Due to this, the topic of multiple inheritance will be introduced.

After that, we will add the final flourish to the game when we learn about OpenGL and the programmable graphics pipeline. We will then be able to dip our toes into the GLSL language, which allows us to write code that executes directly on the GPU so that we can create some special effects.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime