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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...

The Standard Template Library


The STL is a collection of data containers and ways to manipulate the data we put in those containers. Or to be more specific, it is a way to store and manipulate different types of C++ variables and classes.

We can think of the different containers as customized and more advanced arrays. The STL is part of C++. It is not an optional thing that needs to be set up, such as SFML.

The STL is part of C++ because its containers and the code that manipulates them is fundamental to many types of code that many apps will need to use.

In short, the STL implements code that we and just about every C++ programmer is almost bound to need, at least at some point and probably quite regularly.

If we were to write our own code to contain and manage our data, then it is unlikely we would write it as efficiently as the people who wrote the STL.

So by using the STL we guarantee that we are using the best-written code possible to manage our data. Even SFML uses the STL. For example...

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