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Sutherland

Learn C++ for Game Development

Medium: Buch
ISBN: 978-1-4302-6457-6
Verlag: Apress
Erscheinungstermin: 17.06.2014
Lieferfrist: bis zu 10 Tage

If you’re new to C++ but understand some basic programming, then lays the foundation for the C++ language and API that you’ll need to build game apps and applications.

will show you how to:

  • Master C++ features such as variables, pointers, flow controls, functions, I/O, classes, exceptions, templates, and the Standard Template Library (STL)
  • Use design patterns to simplify your coding and make more powerful games
  • Manage memory efficiently to get the most out of your creativity
  • Load and save games using file I/O, so that your users are never disappointed

Most of today's popular console and PC game platforms use C++ in their SDKs. Even the Android NDK and now the iOS SDK allow for C++; so C++ is growing in use for today's mobile game apps. Game apps using C++ become much more robust, better looking, more dynamic, and better performing. After reading this book, you’ll have the skills to become a successful and profitable game app or applications developer in today’s increasingly competitive indie game marketplace.

The next stage is to take the foundation from this book and explore SDKs such as Android/Ouya, PlayStation, Wii, Nintendo DS, DirectX, Unity3D, and GameMaker Studio to make your career really take off.


Produkteigenschaften


  • Artikelnummer: 9781430264576
  • Medium: Buch
  • ISBN: 978-1-4302-6457-6
  • Verlag: Apress
  • Erscheinungstermin: 17.06.2014
  • Sprache(n): Englisch
  • Auflage: 1. Auflage 2014
  • Produktform: Kartoniert, Paperback
  • Gewicht: 607 g
  • Seiten: 324
  • Format (B x H x T): 191 x 235 x 18 mm
  • Ausgabetyp: Kein, Unbekannt
Autoren/Hrsg.

Autoren

1. Beginning C++

Part 1: Procedural Programming

2. Writing a Guessing Game with C++ Types
3. Creating Calculators with Operators
4. Beginning C++ Game Development with Arrays
5. Functions, the Building Blocks of C++
6. Making Decisions with Flow Control
7. Organizing Projects Using Files and Namespaces

Part 2: Object Oriented Programming

8. Object-Oriented Programming with Classes
9. Controlling Data with Access Modifiers
10. Building Games with Inheritance
11. Designing Game Code with Polymorphism
12. Copying and Assigning Data to Objects

Part 3: The Standard Template Library

13. The STL String Class
14. STL Array and Vector
15. STL List
16. STL's Associative Containers
17. STL's Stack and Queue
18. STL's Bitset
19. Using the STL in Text Adventure

Part 4: Templates and Metaprogramming

20. Template Programming
21. Practical Template Programming

Part 5: C++ Game Development

22. Managing Memory for Game Developers
23. Useful Design Patterns for Game Development
24. Using File IO to Save and Load Games
25. Speeding Up Games with Concurrent Programming
26. Supporting Multiple Platforms in C++
27. Wrapping Up