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Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn C++ from scratch by building fun games

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781835081747
Length 648 pages
Edition 3rd Edition
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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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Table of Contents (24) Chapters Close

Preface 1. Welcome to Beginning C++ Game Programming Third Edition! 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 – Starting the Pong Game 7. AABB Collision Detection and Physics – Finishing the Pong Game 8. SFML Views – Starting the Zombie Shooter Game 9. C++ References, Sprite Sheets, and Vertex Arrays 10. Pointers, the Standard Template Library, and Texture Management 11. Coding the TextureHolder Class and Building a Horde of Zombies 12. Collision Detection, Pickups, and Bullets 13. Layering Views and Implementing the HUD 14. Sound Effects, File I/O, and Finishing the Game 15. Run! 16. Sound, Game Logic, Inter-Object Communication, and the Player 17. Graphics, Cameras, Action 18. Coding the Platforms, Player Animations, and Controls 19. Building the Menu and Making It Rain 20. Fireballs and Spatialization 21. Parallax Backgrounds and Shaders 22. Other Books You May Enjoy
23. Index

What is spatialization?

Spatialization is the act of making something relative to the space it is a part of, or within. In our daily lives, everything in the natural world, by default, is spatialized. If a motorbike whizzes past from left to right, we will hear the sound grow from faint to loud, from one side to the other. As it passes by, it will become more prominent in the other ear, before fading into the distance once more. If we were to wake up one morning and the world was no longer spatialized, it would be exceptionally weird.

If we can make our video games a little bit more like the real world, our players will become more immersed. Our zombie game would have been a lot more fun if the players could have heard the zombies faintly in the distance and more loudly as they drew closer, from one direction or another.

It is probably obvious that the mathematics of spatialization is complex. How do we calculate how loud a given sound will be in a specific speaker, based...

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