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Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn C++ from scratch by building fun games

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781835081747
Length 648 pages
Edition 3rd Edition
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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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Table of Contents (24) Chapters Close

Preface 1. Welcome to Beginning C++ Game Programming Third Edition! 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 – Starting the Pong Game 7. AABB Collision Detection and Physics – Finishing the Pong Game 8. SFML Views – Starting the Zombie Shooter Game 9. C++ References, Sprite Sheets, and Vertex Arrays 10. Pointers, the Standard Template Library, and Texture Management 11. Coding the TextureHolder Class and Building a Horde of Zombies 12. Collision Detection, Pickups, and Bullets 13. Layering Views and Implementing the HUD 14. Sound Effects, File I/O, and Finishing the Game 15. Run! 16. Sound, Game Logic, Inter-Object Communication, and the Player 17. Graphics, Cameras, Action 18. Coding the Platforms, Player Animations, and Controls 19. Building the Menu and Making It Rain 20. Fireballs and Spatialization 21. Parallax Backgrounds and Shaders 22. Other Books You May Enjoy
23. Index

Further reading

It might surprise you to hear that, even after all these hundreds of pages, we have only dipped our toes into C++. Even the topics we did cover could be covered in more depth, and there are numerous – some quite significant – topics that we haven’t even mentioned. With this in mind, let’s take a look at what might be next.

If you absolutely must have a formal qualification, then the only way to proceed is with a formal education. This, of course, is expensive and time-consuming, and I can’t really help any further.

On the other hand, if you want to learn on the job, perhaps while starting work on a game you will eventually release, then what follows is a discussion of what you might like to do next.

Possibly the toughest decision we face with each project is how to structure our code. In my opinion, the absolute best source of information on how to structure your C++ game code is http://gameprogrammingpatterns.com/. Some...

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