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Druhin Mukherjee - C++ Game Development Cookbook

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Druhin Mukherjee C++ Game Development Cookbook
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Over 100 recipes to get you creating modern, fast, and high-quality games with C++About This Book*Level up your game programming skills with insightful recipes on building games in C++*Analyze the less commonly discussed problems with C++ applications to develop the best games*Improve the performance of your games with the new multi-threading and networking features of C++11Who This Book Is ForThis book is ideal for aspiring game developers who are proficient in C++ programming and are interested in developing games with C++. Some basic knowledge of game programming will be useful but is not necessary.What You Will Learn*Explore the basics of game development to build great and effective features for your game*Develop your first text-based game using the various concepts of object-oriented programming*Use algorithms when developing games with various sorting and searching techniques*Exploit data structures in a games development for data storage*Create your first 2D game using GDI library and sprite spreet.*Build your first advanced 2D game of space invaders using patterns such as observer, fly-weight, abstract factory, command, state, and moreIn DetailC++ is one of the preferred languages for game development as it supports a variety of coding styles that provides low-level access to the system. C++ is still used as a preferred game programming language by many as it gives game programmers control of the entire architecture, including memory patterns and usage. However, there is little information available on how to harness the advanced features of C++ to build robust games.This book will teach you techniques to develop logic and game code using C++. The primary goal of this book is to teach you to create high-quality games using C++ game programming scripts and techniques, regardless of the library or game engine you use. It will show you how to make use of the object-oriented capabilities of C++ so you can write well-structured and powerful games of any genre. The book also explores important areas such as physics programming and audio programming, and gives you other useful tips and tricks to improve your code.By the end of this book, you will be competent in game programming using C++, and will be able to develop your own games in C++.

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C++ Game Development Cookbook

C++ Game Development Cookbook

Copyright 2016 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: May 2016

Production reference: 1250516

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78588-272-2

www.packtpub.com

Credits

Author

Druhin Mukherjee

Reviewer

Gonzalo Peces Nicols

Acquisition Editor

Kirk D'costa

Content Development Editor

Rashmi Suvarna

Technical Editor

Anushree Arun Tendulkar

Copy Editor

Safis Editing

Project Coordinator

Judie Jose

Proofreader

Safis Editing

Indexer

Monica Ajmera Mehta

Graphics

Disha Haria

Production Coordinator

Arvindkumar Gupta

Cover Work

Arvindkumar Gupta

About the Author

Druhin Mukherjee is currently the co-founder and technical Director at GodSpeed Games. He has, over the years, worked with clients such as Lightning Fish Games, Chromativity, Rockstar North, Tag Games, BBC, Dynamo Games, and Codemasters.

Druhin has been balancing making games and teaching video game programming to enthusiastic students. He spent 3 years in Auckland, New Zealand as a Senior Lecturer in the Games department at Media Design School.

As a passionate games developer, Druhin has been sharing his knowledge on the Internet as blogs and websites. His recently started website for solving game development puzzles has over thousand subscribers.

Druhin has collaborated with other writers and published many journals and papers; however, this is his first official effort to write a book.

I would like to thank my wife, Anushree, for putting up with my late night writing sessions. I also give deep thanks and gratitude to Rashmi Suvarna, without whose efforts this book quite possibly would not have happened.

I would also like to thank all of the mentors that I've had over the years. Without learning from these teachers, there is not a chance I could be doing what I do today, and it is because of them and others that I feel compelled to pass my knowledge on to those willing to learn.

About the Reviewer

Gonzalo Peces Nicols is a Senior Game Developer based in Hong Kong. Gonzalo received his Bachelor's Degree in Computer Science in 2005 in Spain and his Master's Degree in Computer Games Development in 2011 in Scotland. Currently, he is working as Senior Software Engineer in one of the major Game Mobile publishers in Asia. He has, over the years, been involved in numerous games in some of the most prolific international game companies in Europe and Asia, developing on multiple platforms, such as PC, Mac, mobile, and console.

Furthermore, he has over a decade of professional development in several industries, which includes not only game development but also telecommunications and cryptography.

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Preface

This book provides a detailed look at some of the aspects of C++ which could be used for games development.

What this book covers

, Game Development Basics , explains the basics of C++ programming, writing small programs to be used in games, and how to handle memory in games.

, Object-Oriented Approach and Design in Games , explains the use OOP concepts in games, and you will make a small prototype text-based game.

, Data Structures in Game Development , introduces all the simple and complex data structures in C++ and shows how to use them effectively in games.

, Algorithms for Game Development , explains various algorithms that can be used in games. It also covers means to measure the efficiency of an algorithm.

, Event-Driven Programming Making Your First 2D Game , introduces Windows programming, creating sprites, and animation.

, Design Patterns for Game Development , explains how to use well-known design patterns in game development and when not to use them.

, Organizing and Backing Up , explains the importance of backing up data and the importance of sharing data across a team.

, AI in Game Development , explains how to approach writing artificial intelligence in games.

, Physics in Game Development , explains how to make bodies collide and how to use third-party physics libraries, such as Box2D, to make games.

, Multithreading in Game Development , explains how to use the thread architecture of C++11 to make games.

, Networking in Game Development , explains the fundamentals of writing a multiplayer game.

, Audio in Game Development , explains how to add sound and music effects to games, and avoiding memory leaks while playing sounds.

, Tips and Tricks , has some neat tips and tricks of using C++ to make games.

What you need for this book

For this book you would require a Windows machine and a working copy of Visual Studio 2015 Community Edition.

Who this book is for

This book should be primarily used by college students wanting to enter the games industry or enthusiastic school students who want to get their hands dirty early and understand the fundamentals of game programming. This book also has some very technical chapters which will be very useful for industry professionals for reference or to keep by the side while solving complex problems.

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