Beginning C++ Game Programming (Paperback)
暫譯: C++ 遊戲程式設計入門 (平裝本)
John Horton
- 出版商: Packt Publishing
- 出版日期: 2016-07-10
- 售價: $2,200
- 貴賓價: 9.5 折 $2,090
- 語言: 英文
- 頁數: 520
- 裝訂: Paperback
- ISBN: 1786466198
- ISBN-13: 9781786466198
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相關分類:
C++ 程式語言
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其他版本:
Beginning C++ Game Programming (Paperback)
相關主題
商品描述
Learn C++ from scratch and get started building your very own games
About This Book
- This book offers a fun way to learn modern C++ programming while building exciting 2D games
- This beginner-friendly guide offers a fast-paced but engaging approach to game development
- Dive headfirst into building a wide variety of desktop games that gradually increase in complexity
- It is packed with many suggestions to expand your finished games that will make you think critically, technically, and creatively
Who This Book Is For
This book is perfect for you if any of the following describes you: You have no C++ programming knowledge whatsoever or need a beginner level refresher course, if you want to learn to build games or just use games as an engaging way to learn C++, if you have aspirations to publish a game one day, perhaps on Steam, or if you just want to have loads of fun and impress friends with your creations.
What You Will Learn
- Get to know C++ from scratch while simultaneously learning game building
- Learn the basics of C++, such as variables, loops, and functions to animate game objects, respond to collisions, keep score, play sound effects, and build your first playable game.
- Use more advanced C++ topics such as classes, inheritance, and references to spawn and control thousands of enemies, shoot with a rapid fire machine gun, and realize random scrolling game-worlds
- Stretch your C++ knowledge beyond the beginner level and use concepts such as pointers, references, and the Standard Template Library to add features like split-screen coop, immersive directional sound, and custom levels loaded from level-design files
- Get ready to go and build your own unique games!
In Detail
This book is all about offering you a fun introduction to the world of game programming, C++, and the OpenGL-powered SFML using three fun, fully-playable games. These games are an addictive frantic two-button tapper, a multi-level zombie survival shooter, and a split-screen multiplayer puzzle-platformer.
We will start with the very basics of programming, such as variables, loops, and conditions and you will become more skillful with each game as you move through the key C++ topics, such as OOP (Object-Orientated Programming), C++ pointers, and an introduction to the Standard Template Library. While building these games, you will also learn exciting game programming concepts like particle effects, directional sound (spatialization), OpenGL programmable Shaders, spawning thousands of objects, and more.
Style and approach
This book offers a fun, example-driven approach to learning game development and C++. In addition to explaining game development techniques in an engaging style, the games are built in a way that introduces the key C++ topics in a practical and not theory-based way, with multiple runnable/playable stages in each chapter.
商品描述(中文翻譯)
從零開始學習 C++,並開始建立您自己的遊戲
關於本書
- 本書提供了一種有趣的方式來學習現代 C++ 程式設計,同時建立令人興奮的 2D 遊戲
- 這本適合初學者的指南提供了一種快速但引人入勝的遊戲開發方法
- 深入建造各種桌面遊戲,這些遊戲的複雜性逐漸增加
- 本書充滿了許多擴展您完成遊戲的建議,將使您進行批判性、技術性和創造性的思考
本書適合誰
如果您符合以下任何描述,這本書非常適合您:您對 C++ 程式設計完全沒有知識或需要初學者級別的複習課程,您想學習建立遊戲或僅僅將遊戲作為學習 C++ 的有趣方式,您有一天想要發佈一款遊戲的願望,也許是在 Steam 上,或者您只是想要玩得開心並用您的創作來給朋友留下深刻印象。
您將學到什麼
- 從零開始了解 C++,同時學習遊戲建設
- 學習 C++ 的基本知識,例如變數、迴圈和函數,以動畫化遊戲物件、響應碰撞、計分、播放音效,並建立您的第一個可玩遊戲。
- 使用更高級的 C++ 主題,例如類別、繼承和引用,來生成和控制數千個敵人,使用快速射擊的機槍射擊,並實現隨機滾動的遊戲世界
- 將您的 C++ 知識擴展到初學者級別以上,使用指標、引用和標準模板庫等概念,添加分屏合作、沉浸式方向音效和從關卡設計文件加載的自定義關卡等功能
- 準備好去建立您獨特的遊戲!
詳細內容
本書旨在為您提供一個有趣的遊戲程式設計、C++ 和基於 OpenGL 的 SFML 的入門介紹,通過三款有趣的完全可玩遊戲來實現。這些遊戲包括一款令人上癮的兩按鈕快節奏遊戲、一款多層級的殭屍生存射擊遊戲,以及一款分屏多人解謎平台遊戲。
我們將從程式設計的基本知識開始,例如變數、迴圈和條件,隨著您在關鍵 C++ 主題(如物件導向程式設計、C++ 指標和標準模板庫介紹)的學習,您將在每個遊戲中變得更加熟練。在建立這些遊戲的過程中,您還將學習令人興奮的遊戲程式設計概念,如粒子效果、方向音效(空間化)、OpenGL 可編程著色器、生成數千個物件等。
風格與方法
本書提供了一種有趣的、以範例為驅動的遊戲開發和 C++ 學習方法。除了以引人入勝的風格解釋遊戲開發技術外,這些遊戲的構建方式也以實用而非理論為基礎,並在每一章中設有多個可運行/可玩階段。