Learn C++ for Game Development


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

Learn C++ for Game Development will show you how to:

  • Master C++ features such as variables, pointers, flow controls, functions, I/O, classes, ...
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Learn C++ for Game Development

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

Learn C++ for Game Development 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.

What you’ll learn

  • How to use the various C++ skill fundamentals: variables, pointers, flow controls, functions, I/O, classes, exceptions, and more
  • How to write C++ games using object-oriented programming techniques: classes, objects, inheritance, and polymorphism
  • How to use templates and the Standard Template Library (STL) in C++
  • How to work with design patterns in C++ game development
  • How to apply C++ to native game activities
  • How to master concurrency and the gains in performance it brings

Who this book is for

This book is for aspiring game developers with some previous programming experience who need to learn the critical C++ skills necessary to build game applications. C++ is the most popular programming language in use behind most game applications.

Table of Contents

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

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Product Details

  • ISBN-13: 9781430264576
  • Publisher: Apress
  • Publication date: 6/30/2014
  • Edition number: 1
  • Pages: 324
  • Sales rank: 797,393
  • Product dimensions: 7.50 (w) x 9.30 (h) x 0.90 (d)

Meet the Author

Bruce Sutherland is a video game programmer hailing from Dundee, Scotland. He graduated with a Bsc (Hons) Computer Games Technology from the University of Abertay, Dundee in Scotland, graduating in 2005. After graduating he began his first job in the games industry at 4J Studios where he worked on Star Trek: Encounters (PS2), The Elder Scrolls IV: Oblivion (PS3), Star Trek: Conquest (PS2, Wii), Ducati Moto (NDS) and AMF Pinbusters! (NDS). In July 2008 he moved from Dundee to Melbourne Australia where he joined Visceral Studios and was a software engineer on Dead Space (Xbox 360, PS3, PC), The Godfather II (Xbox 360, PS3, PC) and Dead Space 3 (Xbox 360, PS3, PC). He developed an interest in developing for Android in his spare time and writes tutorials on his blog at http://brucesutherland.blogspot.com.
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