Beginning C++ game programming (Record no. 66086)

MARC details
000 -LEADER
fixed length control field 03607nam a2200289 i 4500
001 - CONTROL NUMBER
control field 351157965
003 - CONTROL NUMBER IDENTIFIER
control field UkMaC
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20230419193817.0
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field ta
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 200212s2019 rb 000 0 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781838647650
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781838648572
035 ## - SYSTEM CONTROL NUMBER
System control number (UkLiU).b76137120
040 ## - CATALOGING SOURCE
Original cataloging agency nbk
041 0# - LANGUAGE CODE
Language code of text/sound track or separate title eng
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 794.815133
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Horton, John.
245 10 - TITLE STATEMENT
Title Beginning C++ game programming
Remainder of title learn to program with C++ by building fun games, Second edition /
Statement of responsibility, etc. John Horton.
250 ## - EDITION STATEMENT
Edition statement 2nd edition.
260 ## - PUBLICATION, DISTRIBUTION, ETC.
Place of publication, distribution, etc. [S.l.] :
Name of publisher, distributor, etc. Packt Publishing,
Date of publication, distribution, etc. 2019.
300 ## - PHYSICAL DESCRIPTION
Extent 746 p.
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc. note Includes bibliographical references and index.
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Beginning C++ game programming: learn to program with C++ by building fun games, Second edition -- Contributors -- Table of Contents -- Preface -- Chapter 1: C++, SFML, Visual Studio, and Starting the First Game -- Chapter 2: Variables, Operators, and Decisions – Animating Sprites -- Chapter 3: C++ Strings and SFML Time – Player Input and HUD -- Chapter 4: Loops, Arrays, Switch, Enumerations, and Functions – Implementing Game Mechanics -- Chapter 5: Collisions, Sound, and End Conditions – Making the Game Playable -- Chapter 6: Object-Oriented Programming – Starting the Pong Game -- Chapter 7: Dynamic Collision Detection and Physics – Finishing the Pong Game -- Chapter 8: SFML Views – Starting the Zombie Shooter Game -- Chapter 9: C++ References, Sprite Sheets, and Vertex Arrays -- Chapter 10: Pointers, the Standard Template Library, and Texture Management -- Chapter 11: Collision Detection, Pickups, and Bullets -- Chapter 12: Layering Views and Implementing the HUD -- Chapter 13: Sound Effects, File I/O, and Finishing the Game -- Chapter 14: Abstraction and Code Management – Making Better Use of OOP -- Chapter 15: Advanced OOP – Inheritance and Polymorphism -- Chapter 16: Building Playable Levels and Collision Detection -- Chapter 17: Sound Spatialization and the HUD -- Chapter 18: Particle Systems and Shaders -- Chapter 19: Game Programming Design Patterns – Starting the Space Invaders ++ Game -- Chapter 20: Game Objects and Components -- Chapter 21: File I/O and the Game Object Factory -- Chapter 22: Using Game Objects and Building a Game -- Chapter 23: Before You Go... -- Other Books You May Enjoy -- Index.
520 3# - SUMMARY, ETC.
Summary, etc. The second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019, SFML, and modern C++ programming techniques. With this book, you’ll get a fun introduction to game programming by building five fully playable games of increasing complexity. You’ll learn to build clones of popular games such as Timberman, Pong, a Zombie survival shooter, a coop puzzle platformer and Space Invaders. The book starts by covering the basics of programming. You’ll study key C++ topics, such as object-oriented programming (OOP) and C++ pointers, and get acquainted with the Standard Template Library (STL). The book helps you learn about collision detection techniques and game physics by building a Pong game. As you build games, you’ll also learn exciting game programming concepts such as particle effects, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. Finally, you’ll explore game design patterns to enhance your C++ game programming skills. By the end of the book, you’ll have gained the knowledge you need to build your own games with exciting features from scratch.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Game Development.
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme Dewey Decimal Classification
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Home library Current library Shelving location Date acquired Source of acquisition Cost, normal purchase price Total Checkouts Full call number Barcode Date last seen Cost, replacement price Price effective from Koha item type
    Dewey Decimal Classification     Paul Hamlyn Library Paul Hamlyn Library Floor 3 26/05/2022 2 29.99   794.815133 HOR 06829821 05/07/2022 60.00 26/05/2022 Book
    Dewey Decimal Classification     Paul Hamlyn Library Paul Hamlyn Library Floor 3 26/05/2022 2 29.99   794.815133 HOR 06829813 05/07/2022 60.00 26/05/2022 Book