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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 ā€“ Animating Sprites 3. C++ Strings, SFML Time, Player Input, and HUD 4. Loops, Arrays, Switch, Enumerations, and Functions ā€“ Implementing Game Mechanics 5. Collisions, Sound, and End Conditions ā€“ 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 ā€“ Making Better Use of OOP 13. Advanced OOP ā€“ 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...

FAQ


Here are some questions that might be on your mind:

Q) What's the difference between pointers and references?

A) Pointers are like references with boosters. Pointers can be changed to point to different variables (memory addresses), as well as point to dynamically allocated memory on the free store.

Q) What's the deal with arrays and pointers?

A) Arrays are really constant pointers to their first element.

Q) Can you remind me about the new keyword and memory leaks?

A) When we use memory on the free store using the new keyword, it persists even when the function it was created in has returned and all the local variables are gone. When we are done with using memory on the free store we must release it. So if we use memory on the free store, that we want to persist, beyond the life of a function, we must make sure to keep a pointer to it or we will have leaked memory. It would be like putting all our belongings in our house and then forgetting where we live! When we return the zombies array from...

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