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Expert C++

You're reading from   Expert C++ Become a proficient programmer by learning coding best practices with C++17 and C++20's latest features

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Product type Paperback
Published in Apr 2020
Publisher Packt
ISBN-13 9781838552657
Length 606 pages
Edition 1st Edition
Languages
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Authors (2):
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Vardan Grigoryan Vardan Grigoryan
Author Profile Icon Vardan Grigoryan
Vardan Grigoryan
Shunguang Wu Shunguang Wu
Author Profile Icon Shunguang Wu
Shunguang Wu
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Toc

Table of Contents (22) Chapters Close

Preface 1. Section 1: Under the Hood of C++ Programming
2. Introduction to Building C++ Applications FREE CHAPTER 3. Low-Level Programming with C++ 4. Details of Object-Oriented Programming 5. Understanding and Designing Templates 6. Memory Management and Smart Pointers 7. Section 2: Designing Robust and Efficient Applications
8. Digging into Data Structures and Algorithms in STL 9. Functional Programming 10. Concurrency and Multithreading 11. Designing Concurrent Data Structures 12. Designing World-Ready Applications 13. Designing a Strategy Game Using Design Patterns 14. Networking and Security 15. Debugging and Testing 16. Graphical User Interface with Qt 17. Section 3: C++ in the AI World
18. Using C++ in Machine Learning Tasks 19. Implementing a Dialog-Based Search Engine 20. Assessments 21. Other Books You May Enjoy

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...

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