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Beginning C++ Game Programming : Learn to Program with C++ by Building Fun Games /

This book is a fun introduction to the world of game programming, C++, and the OpenGL-powered SFML using five fun, fully playable games of increasing difficulty and advancing features.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Horton, John (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Publishing, Limited., 2019.
Edición:2nd ed.
Temas:
Acceso en línea:Texto completo
Texto completo

MARC

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100 1 |a Horton, John,  |e author. 
245 1 0 |a Beginning C++ Game Programming :  |b Learn to Program with C++ by Building Fun Games /  |c John Horton. 
250 |a 2nd ed. 
264 1 |a Birmingham :  |b Packt Publishing, Limited.,  |c 2019. 
300 |a 1 online resource (746 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
504 |a Includes bibliographical references and index. 
521 |a Trade  |b Packt Publishing, Limited. 
520 |a This book is a fun introduction to the world of game programming, C++, and the OpenGL-powered SFML using five fun, fully playable games of increasing difficulty and advancing features. 
505 0 |a 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. 
588 0 |a Online resource; title from PDF title page (viewed May 10, 2021). 
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650 0 |a C++ (Computer program language) 
650 0 |a Video games  |x Programming. 
650 6 |a C++ (Langage de programmation) 
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650 7 |a Video games  |x Programming  |2 fast 
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