Beginning C++ Game Programming 1st Edition by Michael Dawson – Ebook PDF Instant Download/Delivery. 1592002056, 978-1592002054
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Product details:
ISBN 10: 1592002056
ISBN 13: 978-1592002054
Author: Michael Dawson
Beginning C++ Game Programming 1st Table of contents:
1. C++, SFML, Visual Studio, and Starting the First Game
- The games: Timber!!!, Zombie Arena, Thomas was Late
- Setting up the development environment: Installing Visual Studio Express 2015, setting up SFML, creating reusable project templates
- Planning and creating “Timber!!!”
- Working with assets: Outsourcing, making your own sound FX, and adding assets
- Understanding game structure: Screen coordinates, code comments, and the main function
- Running the game: Creating a window, input detection, drawing backgrounds, handling errors
2. Variables, Operators, and Decisions – Animating Sprites
- C++ variables and types: Constants, user-defined types
- Working with operators and expressions
- Adding animations: Clouds, trees, bees, and random number generation
- Decisions: Using
if
andelse
statements, logical operators - Timing and frame-rate problems in SFML
- Animating objects: Moving clouds, bees, etc.
3. C++ Strings, SFML Time, Player Input, and HUD
- Pausing and restarting the game
- Working with C++ strings and SFML Text
- Adding score and time bars
- Handling player input
4. Loops, Arrays, Switch, Enumerations, and Functions – Implementing Game Mechanics
- Loops:
while
,for
, and breaking loops - Arrays: Declaring and initializing arrays, decision-making with
switch
- Functions: Return types, function parameters, prototypes, and organizing code
- Game mechanics: Growing branches, updating sprites
5. Collisions, Sound, and End Conditions – Making the Game Playable
- Player interactions: Handling inputs, detecting chop actions, and animating logs
- Sound FX: Simple sound effects in SFML and game enhancements
6. Object-Oriented Programming, Classes, and SFML Views
- OOP concepts: Encapsulation, polymorphism, inheritance
- Coding the “Zombie Arena” game: Creating the Player class, managing the game camera with SFML views
7. C++ References, Sprite Sheets, and Vertex Arrays
- Working with C++ references and SFML vertex arrays
- Building backgrounds from tiles, creating random scrolling backgrounds
8. Pointers, the Standard Template Library, and Texture Management
- Pointers in C++: Syntax, dereferencing, dynamic memory allocation
- Using the Standard Template Library (STL): Map, auto keyword, and texture management with
TextureHolder
class - Creating and managing a horde of zombies
9. Collision Detection, Pickups, and Bullets
- Bullet class and shooting mechanics
- Pickup class for game items
- Detecting collisions: Zombies, player, and pickups
10. Layering Views and Implementing the HUD
- Adding and updating HUD objects each frame
- Drawing HUD and level-up screens
11. Sound Effects, File I/O, and Finishing the Game
- Saving/loading high-scores, preparing and adding sound effects
- Leveling up, restarting the game, and playing multiple sound effects
12. Abstraction and Code Management – Making Better Use of OOP
- Creating and structuring the “Thomas Was Late” game
- Organizing the game engine code and reusing classes like
TextureHolder
13. Advanced OOP – Inheritance and Polymorphism
- Inheritance and polymorphism: Building the
PlayableCharacter
class, extending it to specific characters (Thomas and Bob) - Updating the game engine to use these characters
14. Building Playable Levels and Collision Detection
- Designing levels and managing collisions
- Coding the
LevelManager
class
15. Sound Spatialization and HUD
- Sound spatialization concepts: Emitters, listeners, attenuation
- Coding the
SoundManager
class and integrating it into the game engine
16. Extending SFML Classes, Particle Systems, and Shaders
- Inheriting SFML’s
Drawable
class for custom objects - Creating a particle system and integrating it into the engine
- GLSL shaders: Fragment and vertex shaders
17. Before you go…
- Final thoughts and concluding advice
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