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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
Tabla de Contenidos:
  • 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.