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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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