Beginning C++ Game Programming. Learn C++ from scratch and get started building your very own games - Helion
Tytuł oryginału: Beginning C++ Game Programming. Learn C++ from scratch and get started building your very own games
ISBN: 9781786467775
stron: 520, Format: ebook
Data wydania: 2016-10-07
Księgarnia: Helion
Cena książki: 159,00 zł
This book is all about offering you a fun introduction to the world of game programming, C++, and the OpenGL-powered SFML using three fun, fully-playable games. These games are an addictive frantic two-button tapper, a multi-level zombie survival shooter, and a split-screen multiplayer puzzle-platformer.
We will start with the very basics of programming, such as variables, loops, and conditions and you will become more skillful with each game as you move through the key C++ topics, such as OOP (Object-Orientated Programming), C++ pointers, and an introduction to the Standard Template Library. While building these games, you will also learn exciting game programming concepts like particle effects, directional sound (spatialization), OpenGL programmable Shaders, spawning thousands of objects, and more.
Osoby które kupowały "Beginning C++ Game Programming. Learn C++ from scratch and get started building your very own games", wybierały także:
- Windows Media Center. Domowe centrum rozrywki 66,67 zł, (8,00 zł -88%)
- Ruby on Rails. Ćwiczenia 18,75 zł, (3,00 zł -84%)
- Przywództwo w świecie VUCA. Jak być skutecznym liderem w niepewnym środowisku 58,64 zł, (12,90 zł -78%)
- Scrum. O zwinnym zarządzaniu projektami. Wydanie II rozszerzone 58,64 zł, (12,90 zł -78%)
- Od hierarchii do turkusu, czyli jak zarządzać w XXI wieku 58,64 zł, (12,90 zł -78%)
Spis treści
Beginning C++ Game Programming. Learn C++ from scratch and get started building your very own games eBook -- spis treści
- 1. C++, SFML, Visual Studio and Starting the First Game
- 2. Variables, Operators, and Decisions – Animating Sprites
- 3. C++ Strings, SFML Time – Player Input, and HUD
- 4. Loops, Arrays, Switch, Enumerations and Functions – Implementing Game Mechanics
- 5. Collisions, Sound, and, End Conditions – Making the Game Playable
- 6. Object-Oriented Programming, Classes, and SFML Views
- 7. C++ References, Sprite Sheets and Vertex Arrays
- 8. Pointers, the Standard Template Library, and Texture Management
- 9. Collision Detection, Pickups and Bullets
- 10. Layering Views and Implementing the HUD
- 11. Sound Effects, File I/O and Finishing the Game
- 12. Abstraction and Code Management – Making Better Use of OOP
- 13. Advanced OOP – Inheritance and Polymorphism
- 14. Building Playable Levels and Collision Detection
- 15. Sound Spatialization and HUD
- 16. Extending SFML Classes, Particle Systems and Shaders
- 17. Before You Go...