What this book covers
Chapter 1, Game Development Basics, explains the basics of C++ programming, writing small programs to be used in games, and how to handle memory in games.
Chapter 2, Object-Oriented Approach and Design in Games, explains the use OOP concepts in games, and you will make a small prototype text-based game.
Chapter 3, Data Structures in Game Development, introduces all the simple and complex data structures in C++ and shows how to use them effectively in games.
Chapter 4, Algorithms for Game Development, explains various algorithms that can be used in games. It also covers means to measure the efficiency of an algorithm.
Chapter 5, Event-Driven Programming – Making Your First 2D Game, introduces Windows programming, creating sprites, and animation.
Chapter 6, Design Patterns for Game Development, explains how to use well-known design patterns in game development and when not to use them.
Chapter 7, Organizing and Backing Up, explains the importance of backing up data and the importance of sharing data across a team.
Chapter 8, AI in Game Development, explains how to approach writing artificial intelligence in games.
Chapter 9, Physics in Game Development, explains how to make bodies collide and how to use third-party physics libraries, such as Box2D, to make games.
Chapter 10, Multithreading in Game Development, explains how to use the thread architecture of C++11 to make games.
Chapter 11, Networking in Game Development, explains the fundamentals of writing a multiplayer game.
Chapter 12, Audio in Game Development, explains how to add sound and music effects to games, and avoiding memory leaks while playing sounds.
Chapter 13, Tips and Tricks, has some neat tips and tricks of using C++ to make games.