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Beginning C++ game programming learn to program with C++ by building fun games, Second edition / John Horton.

By: Horton, JohnMaterial type: TextTextLanguage: English Publication details: [S.l.] : Packt Publishing, 2019Edition: 2nd editionDescription: 746 pISBN: 9781838647650; 9781838648572Subject(s): Game DevelopmentDDC classification: 794.815133
Contents:
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.
Abstract: 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.
Holdings
Item type Current library Home library Shelving location Class number Status Date due Barcode Item reservations
Book Book Paul Hamlyn Library Paul Hamlyn Library Floor 3 794.815133 HOR (Browse shelf(Opens below)) Available 06829821
Book Book Paul Hamlyn Library Paul Hamlyn Library Floor 3 794.815133 HOR (Browse shelf(Opens below)) Available 06829813
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Includes bibliographical references and index.

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.

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.

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