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.
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing, Limited.,
2019.
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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). | |
590 | |a eBooks on EBSCOhost |b EBSCO eBook Subscription Academic Collection - Worldwide | ||
590 | |a O'Reilly |b O'Reilly Online Learning: Academic/Public Library Edition | ||
650 | 0 | |a C++ (Computer program language) | |
650 | 0 | |a Video games |x Programming. | |
650 | 6 | |a C++ (Langage de programmation) | |
650 | 6 | |a Jeux vidéo |x Programmation. | |
650 | 7 | |a C++ (Computer program language) |2 fast | |
650 | 7 | |a Video games |x Programming |2 fast | |
776 | 0 | 8 | |i Print version: |a Horton, John. |t Beginning C++ Game Programming : Learn to Program with C++ by Building Fun Games, 2nd Edition. |d Birmingham : Packt Publishing, Limited, ©2019 |z 9781838648572 |
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