LEADER 00000cam 2200529Ii 4500 001 on1153025057 003 OCoLC 005 20220110213023.0 006 m d 007 cr |n||||||||| 008 191102e20191031enk ob 001 0 eng d 015 GBB9J3267|2bnb 016 7 019606650|2Uk 019 1126310980|a1127212233|a1132405555|a1266757475|a1267407349 020 1838647651|qelectronic book 020 9781838647650|qelectronic book 024 3 9781838648572 035 (OCoLC)1153025057|z(OCoLC)1126310980|z(OCoLC)1127212233 |z(OCoLC)1132405555|z(OCoLC)1266757475|z(OCoLC)1267407349 040 VT2|beng|erda|cVT2|dYDX|dTEFOD|dEBLCP|dUKMGB|dOCLCF|dUKAHL |dN$T|dOCLCO|dESU|dYDX|dUK7LJ|dBRF 049 GTKE 050 4 QA76.73.C153|bH67 2019 082 04 794.815133|223 100 1 Horton, John,|d1971-|eAuthor. 245 10 Beginning C++ Game Programming :|bLearn to Program with C+ + by Building Fun Games /|cJohn Horton. 250 2nd ed. 264 1 Birmingham :|bPackt Publishing, Limited.|c2019. 300 1 online resource (746 pages) 336 text|btxt|2rdacontent 337 computer|bn|2rdamedia 338 online resource|bnc|2rdacarrier 347 data file|2rda 504 Includes bibliographical references and index. 505 0 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. 520 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. 521 Trade|bPackt Publishing, Limited. 588 Description based upon online resource; title from PDF title page (viewed May 10, 2021). 650 0 C++ (Computer program language) 650 0 Video games|xProgramming. 650 0 Computers|xLanguages|xC++. 650 0 Computer programming|xGames. 650 7 C++ (Computer program language)|2fast|0(OCoLC)fst00843286 650 7 Computer games|xProgramming.|2fast|0(OCoLC)fst00872114 776 08 |iPrint version:|aHorton, John.|tBeginning C++ Game Programming : Learn to Program with C++ by Building Fun Games, 2nd Edition.|dBirmingham : Packt Publishing, Limited, ©2019|z9781838648572 914 on1153025057 994 92|bGTK
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