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Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn C++ from scratch and get started building your very own games

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Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786466198
Length 520 pages
Edition 1st Edition
Languages
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Author (1):
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John Horton John Horton
Author Profile Icon John Horton
John Horton
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Toc

Table of Contents (18) Chapters Close

Preface 1. C++, SFML, Visual Studio, and Starting the First Game FREE CHAPTER 2. Variables, Operators, and Decisions – Animating Sprites 3. C++ Strings, SFML Time, Player Input, and HUD 4. Loops, Arrays, Switch, Enumerations, and Functions – Implementing Game Mechanics 5. Collisions, Sound, and End Conditions – Making the Game Playable 6. Object-Oriented Programming, Classes, and SFML Views 7. C++ References, Sprite Sheets, and Vertex Arrays 8. Pointers, the Standard Template Library, and Texture Management 9. Collision Detection, Pickups, and Bullets 10. Layering Views and Implementing the HUD 11. Sound Effects, File I/O, and Finishing the Game 12. Abstraction and Code Management – Making Better Use of OOP 13. Advanced OOP – Inheritance and Polymorphism 14. Building Playable Levels and Collision Detection 15. Sound Spatialization and HUD 16. Extending SFML Classes, Particle Systems, and Shaders 17. Before you go...

FAQ

Here are some questions that might be on your mind:

Q) I am struggling with the content presented so far. Am I cut out for programming?

A) Setting up a development environment and getting your head round OOP as a concept is probably the toughest thing you will do in this book. As long as your game is functioning (drawing the background), you are ready to proceed with the next chapter.

Q) All this talk of OOP, classes, and objects is too much and kind of spoiling the whole learning experience.

A) Don't worry. We will keep returning to OOP, classes, and objects constantly. In Chapter 6: Object-Oriented Programming, Classes, and SFML Views, we will really begin to get grip with the whole OOP thing. All you need to understand for now is that SFML has written a whole load of useful classes and we get to use this code by creating usable objects from those classes.

Q) I really don't get this function stuff.

A) It doesn't matter, we will return to it again and will learn about functions more thoroughly. You just need to know that, when a function is called, its code is executed, and when it is done (reaches a return statement), then the program jumps back to the code that called it.

You have been reading a chapter from
Beginning C++ Game Programming
Published in: Oct 2016
Publisher: Packt
ISBN-13: 9781786466198
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