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Learning C++ by creating games with UE4

You're reading from   Learning C++ by creating games with UE4 Learn C++ programming with a fun, real-world application that allows you to create your own games!

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Product type Paperback
Published in Feb 2015
Publisher
ISBN-13 9781784396572
Length 342 pages
Edition 1st Edition
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Author (1):
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William Sherif William Sherif
Author Profile Icon William Sherif
William Sherif
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Table of Contents (14) Chapters Close

Preface 1. Coding with C++ FREE CHAPTER 2. Variables and Memory 3. If, Else, and Switch 4. Looping 5. Functions and Macros 6. Objects, Classes, and Inheritance 7. Dynamic Memory Allocation 8. Actors and Pawns 9. Templates and Commonly Used Containers 10. Inventory System and Pickup Items 11. Monsters 12. Spell Book Index

Branching

The computer code we wrote in Chapter 2, Variables and Memory went in one direction: straight down. Sometimes, we might want to be able to skip parts of the code. We might want the code to be able to branch in more than one direction. Schematically, we can represent this in the following manner:

Branching

A flowchart

In other words, we want the option to not run certain lines of code under certain conditions. The preceding figure is called a flowchart. According to this flowchart, if and only if we are hungry, then we will go prepare a sandwich, eat it, and then go and rest on the couch. If we are not hungry, then there is no need to make a sandwich, so we will simply rest on the couch.

We'll use flowcharts in this book only sometimes, but in UE4, you can even use flowcharts to program your game (using something called blueprints).

Note

This book is about C++ code, so we will always transform our flowcharts into actual C++ code in this book.

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