Creating Games in C++ - A Step-by-Step Guide
Creating Games in C++: A Step-by-Step Guide
By David Conger, Ron Little
...............................................
Publisher: New Riders
Pub Date: February 21, 2006
Print ISBN-10: 0-7357-1434-7
Print ISBN-13: 978-0-7357-1434-2
Pages: 464
Table of Contents | Index
Do you love video games? Ever wondered if you could create one of your own, with all the bells and whistles?
It's not as complicated as you'd think, and you don't need to be a math whiz or a programming genius to do it.
In fact, everything you need to create your first game, "Invasion of the Slugwroths," is included in this book and
CD-ROM. Author David Conger starts at square one, introducing the tools of the trade and all the basic
concepts for getting started programming with C++, the language that powers most current commercial games.
Plus, he's put a wealth of top-notch (and free) tools on the CD-ROM, including the Dev-C++ compiler, linker,
and debugger--and his own LlamaWorks2D game engine. Step-by-step instructions and ample illustrations take
you through game program structure, integrating sound and music into games, floating-point math, C++
arrays, and much more. Using the sample programs and the source code to run them, you can follow along as
you learn. Bio: David Conger has been programming professionally for over 23 years. Along with countless
custom business applications, he has written several PC and online games. Conger also worked on graphics
firmware for military aircraft, and taught computer science at the university level for four years. Conger has
written numerous books on C, C++, and other computer-related topics. He lives in western Washington State
and has also published a collection of Indian folk tales.
Creating Games in C++: A Step-by-Step Guide
By David Conger, Ron Little
...............................................
Publisher: New Riders
Pub Date: February 21, 2006
Print ISBN-10: 0-7357-1434-7
Print ISBN-13: 978-0-7357-1434-2
Pages: 464
Table of Contents | Index
Copyright
Acknowledgments
Introduction
What's Different About This Book
What's in This Book?
System Requirements
Free Stuff on the CD
Who Am I?
Part 1: The Really Basic Stuff
Chapter 1. What it Takes to be a Game Programmer
Programming Skills
Computer Graphics Skills
Game Design Skills
Art Skills
Sound and Music Skills
Summary
Chapter 2. Writing C++ Programs
Introducing the Dev-C++ Compiler
Programming in C++
Essential Math Operators
Loops
While Loops
Do-while loops
Windows Programming
Game Programming
Summary
Part 2: ObjectOriented Programming in Games
Chapter 3. Introducing Object-Oriented Programming
Software Objects
Classes
Logical Operators
The If-Else Statement
Namespaces and Scope Resolution
A Brief Word About Structures
Summary
Chapter 4. Introducing the LlamaWorks2D Game Engine
A Step-by-Step Overview
How Does Llamaworks2D Work?
A Stationary Ball
A Bouncing Ball
Getting Good Results
Summary
Chapter 5. Function and Operator Overloading
What Is Overloading?
Implementing a Vector Class with Overloading
Summary
Chapter 6. Inheritance: Getting a Lot for a Little
What Is Inheritance?
Deriving Classes
Protected Members
Overriding Base Class Functions
Customizing Your Game with Inheritance
Summary
Part 3: The Essentials of Game Development
Chapter 7. Program Structure
Program Structure
File Structure
A Game Called Ping
Summary
Chapter 8. Sound Effects and Music
Sound Effects and Music Are Emotion
Storing Sound Data
Sound Effects in LlamaWorks2D
Noise, Sweet Noise
Play That Funky Music, Geek Boy
Summary
Part 4: Graduating to Better C++
Chapter 9. Floating-Point Math in C++
Getting into the Guts of Floating-Point Numbers
Case Study: Floating-Point Numbers and Gamespaces
Summary
Chapter 10. Arrays
What Are Arrays?
Declaring and Using Arrays
Initializing Arrays
Problems with Array Boundaries
Summary
Chapter 11. Pointers
Why Are Pointers Important to Games?
Declaring and Using Pointers
Pointers and Dynamic Memory Allocation
Pointers and Inheritance
Arrays Are Pointers in Disguise
Summary
Chapter 12. File Input and Output
Games and File I/O
Types of Files
Summary
Chapter 13. Moving into Real Game Development
Sprites that Come Alive
High-Speed Input
Summary
Part 5: The Big Payoff
Chapter 14. No Slime Allowed: Invasion of the Slugwroths
What It Takes to Make a Real Game
Essential Game Design
Designing Invasion of the Slugwroths
Summary
Chapter 15. Captain Chloride Gets Going
Introducing Captain Chloride
Pulling It Together In The Game Class
Summary
Chapter 16. The World of Captain Chloride
The New Captain Chloride
Levels in LlamaWorks2D
Summary
Chapter 17. Captain Chloride Encounters Solid Objects
Bumping into a Solid Door
Picking Up a Key
Making the Door Open and Close
Summary
Chapter 18. That's a Wrap!
Time for Consolidation
Enter villains, Stage Left
Additions to the Game
Epilogue: Not the End
Glossary
Index
Copyright
Creating Games in C++: A Step-by-Step Guide
David Conger with Ron Little
New Riders
1249 Eighth Street
Berkeley, CA 94710
510/524-2178
800/283-9444
510/524-2221 (fax)
Find us on the Web at:
To report errors, please send a note to errata@
New Riders is an imprint of Peachpit, a division of Pearson Education
Copyright ? 2006 by David Conger
Project Editors: Davina Baum, Kristin Kalning
Development Editors: Davina Baum, Denise Santoro Lincoln
Production Editor: Myrna Vladic
Copyeditor: Liz Welch
Tech Editor: Ron Little
Compositor: WolfsonDesign
Indexer: Karin Arrigoni
Cover design: Aren Howell
Interior design: WolfsonDesign
Notice of Rights
All rights reserved. No part of this book may be reproduced or transmitted in
any form by any means, electronic, mechanical, photocopying, recording, or
otherwise, without the prior written permission of the publisher. For
information on getting permission for reprints and excerpts, contact
permissions@.
Notice of Liability
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