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Beginning C++ Game Programming
Beginning C++ Game Programming

Beginning C++ Game Programming: Learn to program with C++ by building fun games , Second Edition

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AU$44.98 AU$49.99
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Beginning C++ Game Programming

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Key benefits

  • Learn game development and C++ with a fun, example-driven approach
  • Build clones of popular games such as Timberman, Zombie Survival Shooter, a co-op puzzle platformer, and Space Invaders
  • Discover tips to expand your finished games by thinking critically, technically, and creatively

Description

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

Who is this book for?

This book is perfect for you if you have no C++ programming knowledge, you need a beginner-level refresher course, or you want to learn how to build games or just use games as an engaging way to learn C++. Whether you aspire to publish a game (perhaps on Steam) or just want to impress friends with your creations, you’ll find this book useful.

What you will learn

  • Set up your game development project in Visual Studio 2019 and explore C++ libraries such as SFML
  • Explore C++ OOP by building a Pong game
  • Understand core game concepts such as game animation, game physics, collision detection, scorekeeping, and game sound
  • Use classes, inheritance, and references to spawn and control thousands of enemies and shoot rapid-fire machine guns
  • Add advanced features to your game using pointers, references, and the STL
  • Scale and reuse your game code by learning modern game programming design patterns

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Oct 31, 2019
Length: 746 pages
Edition : 2nd
Language : English
ISBN-13 : 9781838648572
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Product Details

Publication date : Oct 31, 2019
Length: 746 pages
Edition : 2nd
Language : English
ISBN-13 : 9781838648572
Languages :
Concepts :
Tools :

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Frequently bought together


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Total AU$ 246.97 Stars icon

Table of Contents

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

Customer reviews

Top Reviews
Rating distribution
Full star icon Full star icon Full star icon Full star icon Half star icon 4.2
(10 Ratings)
5 star 60%
4 star 10%
3 star 20%
2 star 10%
1 star 0%
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J Anderson Jan 27, 2020
Full star icon Full star icon Full star icon Full star icon Full star icon 5
The method the author uses may not be for everyone, but for me, it's exactly what I've been looking for.I picked up C++ a few months ago in order to get to a point in which I could make my own game(s), or to get a job in game programming. I've learned a lot about C++ but also much about myself as a learner in my 30s, trying to pick something up that is, essentially, another language. I've read through the first 15-25% of multiple text books since having started. I enjoy learning new programming concepts, and getting further into the knowledge of C++, but most of the resources I'd found were either [A] not actually teaching game programming but were teaching general programming with C++, or [B] the "games" being taught in these books were command line text-based games, nothing all that directly applicable to a rendered 2D/3D game that I wanted to create from the very beginning.This book starts right off the bat getting the reader in with very simple concepts to get a window to open and pop up, which is far more than any of the other books I'd read into had done. It then teaches you directly how to use SFML to attach textures to sprites, and then render said sprites on the screen.One thing that might be a tad intimidating is that the author introduces classes VERY early, like within the first few pages of the book, but it is a necessity and, so long as the reader can somewhat grasp that a class is like a template, and an object is a single usage of said template, the reader will be able to follow along. The book is challenging but being able to step-by-step read how he breaks down each bit of code is enough to get me over those challenging parts.I've just completed Chapter 5 and the first full game engine the author walks you through coding. To be introduced to beginner concepts by building a game engine is exactly what I'd been looking for this entire time but hadn't found. The author walks the reader through every single line of code, explains what it does and why it's there. It's really wonderful. I've learned so much more relevant information in this book in the first 5 chapters than everything I'd read on C++ prior, and I'm actually excited to continue.I truly am grateful for this book. Packt.com was having a sale so I got the ebook for 5 bucks, but this is worth so much more. I'll be purchasing the print version soon enough to support the author.If you're interested in actual game development, game engine programming, and you're a bit of a noob, you need to check this book out. I absolutely love it. It's exactly what I've been looking for.
Amazon Verified review Amazon
R. Tkatch Jul 26, 2021
Full star icon Full star icon Full star icon Full star icon Full star icon 5
The book is simple because the author is teaching someone that knows nothing about c++ including basic data structures. However, for this is a perfect approach even for the one who knows this because it gives the student a simple example to make into more refined code. This gives an example but allows one to put their approach to it. I have only gotten a bit into the book. I will update this review when I get closer to the end.
Amazon Verified review Amazon
JKG Feb 24, 2021
Full star icon Full star icon Full star icon Full star icon Full star icon 5
C++ fundamentals are laid out in an easy to read and easy to follow format. Plenty of practice exercises to reinforce the material.
Amazon Verified review Amazon
satcom4fun Mar 13, 2020
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I really liked the incremental approach to learning C++ using games. The final game architecture is amazing and shows how to abstract game components into classes. Just what I needed.
Amazon Verified review Amazon
Dawit Mar 02, 2021
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book is pretty pog!
Amazon Verified review Amazon
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