Beginning C++ Game Programming :: Learn to Program with C++ by Building Fun Games /
This book is a fun introduction to the world of game programming, C++, and the OpenGL-powered SFML using five fun, fully playable games of increasing difficulty and advancing features.
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham :
Packt Publishing, Limited.,
2019.
|
Ausgabe: | 2nd ed. |
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | This book is a fun introduction to the world of game programming, C++, and the OpenGL-powered SFML using five fun, fully playable games of increasing difficulty and advancing features. |
Beschreibung: | 1 online resource (746 pages) |
Zielpublikum: | Trade |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781838648572 1838648577 1838647651 9781838647650 |
Internformat
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100 | 1 | |a Horton, John, |e author. | |
245 | 1 | 0 | |a Beginning C++ Game Programming : |b Learn to Program with C++ by Building Fun Games / |c John Horton. |
250 | |a 2nd ed. | ||
264 | 1 | |a Birmingham : |b Packt Publishing, Limited., |c 2019. | |
300 | |a 1 online resource (746 pages) | ||
336 | |a text |b txt |2 rdacontent | ||
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504 | |a Includes bibliographical references and index. | ||
521 | |a Trade |b Packt Publishing, Limited. | ||
520 | |a This book is a fun introduction to the world of game programming, C++, and the OpenGL-powered SFML using five fun, fully playable games of increasing difficulty and advancing features. | ||
505 | 0 | |a Beginning C++ game programming: learn to program with C++ by building fun games, Second edition -- Contributors -- Table of Contents -- Preface -- Chapter 1: C++, SFML, Visual Studio, and Starting the First Game -- Chapter 2: Variables, Operators, and Decisions -- Animating Sprites -- Chapter 3: C++ Strings and SFML Time -- Player Input and HUD -- Chapter 4: Loops, Arrays, Switch, Enumerations, and Functions -- Implementing Game Mechanics -- Chapter 5: Collisions, Sound, and End Conditions -- Making the Game Playable -- Chapter 6: Object-Oriented Programming -- Starting the Pong Game -- Chapter 7: Dynamic Collision Detection and Physics -- Finishing the Pong Game -- Chapter 8: SFML Views -- Starting the Zombie Shooter Game -- Chapter 9: C++ References, Sprite Sheets, and Vertex Arrays -- Chapter 10: Pointers, the Standard Template Library, and Texture Management -- Chapter 11: Collision Detection, Pickups, and Bullets -- Chapter 12: Layering Views and Implementing the HUD -- Chapter 13: Sound Effects, File I/O, and Finishing the Game -- Chapter 14: Abstraction and Code Management -- Making Better Use of OOP -- Chapter 15: Advanced OOP -- Inheritance and Polymorphism -- Chapter 16: Building Playable Levels and Collision Detection -- Chapter 17: Sound Spatialization and the HUD -- Chapter 18: Particle Systems and Shaders -- Chapter 19: Game Programming Design Patterns -- Starting the Space Invaders ++ Game -- Chapter 20: Game Objects and Components -- Chapter 21: File I/O and the Game Object Factory -- Chapter 22: Using Game Objects and Building a Game -- Chapter 23: Before You Go ... -- Other Books You May Enjoy -- Index. | |
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Datensatz im Suchindex
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adam_text | |
any_adam_object | |
author | Horton, John |
author_facet | Horton, John |
author_role | aut |
author_sort | Horton, John |
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building | Verbundindex |
bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.73.C153 H67 2019 |
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collection | ZDB-4-EBA |
contents | Beginning C++ game programming: learn to program with C++ by building fun games, Second edition -- Contributors -- Table of Contents -- Preface -- Chapter 1: C++, SFML, Visual Studio, and Starting the First Game -- Chapter 2: Variables, Operators, and Decisions -- Animating Sprites -- Chapter 3: C++ Strings and SFML Time -- Player Input and HUD -- Chapter 4: Loops, Arrays, Switch, Enumerations, and Functions -- Implementing Game Mechanics -- Chapter 5: Collisions, Sound, and End Conditions -- Making the Game Playable -- Chapter 6: Object-Oriented Programming -- Starting the Pong Game -- Chapter 7: Dynamic Collision Detection and Physics -- Finishing the Pong Game -- Chapter 8: SFML Views -- Starting the Zombie Shooter Game -- Chapter 9: C++ References, Sprite Sheets, and Vertex Arrays -- Chapter 10: Pointers, the Standard Template Library, and Texture Management -- Chapter 11: Collision Detection, Pickups, and Bullets -- Chapter 12: Layering Views and Implementing the HUD -- Chapter 13: Sound Effects, File I/O, and Finishing the Game -- Chapter 14: Abstraction and Code Management -- Making Better Use of OOP -- Chapter 15: Advanced OOP -- Inheritance and Polymorphism -- Chapter 16: Building Playable Levels and Collision Detection -- Chapter 17: Sound Spatialization and the HUD -- Chapter 18: Particle Systems and Shaders -- Chapter 19: Game Programming Design Patterns -- Starting the Space Invaders ++ Game -- Chapter 20: Game Objects and Components -- Chapter 21: File I/O and the Game Object Factory -- Chapter 22: Using Game Objects and Building a Game -- Chapter 23: Before You Go ... -- Other Books You May Enjoy -- Index. |
ctrlnum | (OCoLC)1153025057 |
dewey-full | 794.815133 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.815133 |
dewey-search | 794.815133 |
dewey-sort | 3794.815133 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
edition | 2nd ed. |
format | Electronic eBook |
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id | ZDB-4-EBA-on1153025057 |
illustrated | Not Illustrated |
indexdate | 2024-11-27T13:29:51Z |
institution | BVB |
isbn | 9781838648572 1838648577 1838647651 9781838647650 |
language | English |
oclc_num | 1153025057 |
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publisher | Packt Publishing, Limited., |
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spelling | Horton, John, author. Beginning C++ Game Programming : Learn to Program with C++ by Building Fun Games / John Horton. 2nd ed. Birmingham : Packt Publishing, Limited., 2019. 1 online resource (746 pages) text txt rdacontent computer c rdamedia online resource cr rdacarrier Includes bibliographical references and index. Trade Packt Publishing, Limited. This book is a fun introduction to the world of game programming, C++, and the OpenGL-powered SFML using five fun, fully playable games of increasing difficulty and advancing features. Beginning C++ game programming: learn to program with C++ by building fun games, Second edition -- Contributors -- Table of Contents -- Preface -- Chapter 1: C++, SFML, Visual Studio, and Starting the First Game -- Chapter 2: Variables, Operators, and Decisions -- Animating Sprites -- Chapter 3: C++ Strings and SFML Time -- Player Input and HUD -- Chapter 4: Loops, Arrays, Switch, Enumerations, and Functions -- Implementing Game Mechanics -- Chapter 5: Collisions, Sound, and End Conditions -- Making the Game Playable -- Chapter 6: Object-Oriented Programming -- Starting the Pong Game -- Chapter 7: Dynamic Collision Detection and Physics -- Finishing the Pong Game -- Chapter 8: SFML Views -- Starting the Zombie Shooter Game -- Chapter 9: C++ References, Sprite Sheets, and Vertex Arrays -- Chapter 10: Pointers, the Standard Template Library, and Texture Management -- Chapter 11: Collision Detection, Pickups, and Bullets -- Chapter 12: Layering Views and Implementing the HUD -- Chapter 13: Sound Effects, File I/O, and Finishing the Game -- Chapter 14: Abstraction and Code Management -- Making Better Use of OOP -- Chapter 15: Advanced OOP -- Inheritance and Polymorphism -- Chapter 16: Building Playable Levels and Collision Detection -- Chapter 17: Sound Spatialization and the HUD -- Chapter 18: Particle Systems and Shaders -- Chapter 19: Game Programming Design Patterns -- Starting the Space Invaders ++ Game -- Chapter 20: Game Objects and Components -- Chapter 21: File I/O and the Game Object Factory -- Chapter 22: Using Game Objects and Building a Game -- Chapter 23: Before You Go ... -- Other Books You May Enjoy -- Index. Online resource; title from PDF title page (viewed May 10, 2021). C++ (Computer program language) http://id.loc.gov/authorities/subjects/sh87007505 Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 C++ (Langage de programmation) Jeux vidéo Programmation. C++ (Computer program language) fast Video games Programming fast Print version: Horton, John. Beginning C++ Game Programming : Learn to Program with C++ by Building Fun Games, 2nd Edition. Birmingham : Packt Publishing, Limited, ©2019 9781838648572 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2285792 Volltext |
spellingShingle | Horton, John Beginning C++ Game Programming : Learn to Program with C++ by Building Fun Games / Beginning C++ game programming: learn to program with C++ by building fun games, Second edition -- Contributors -- Table of Contents -- Preface -- Chapter 1: C++, SFML, Visual Studio, and Starting the First Game -- Chapter 2: Variables, Operators, and Decisions -- Animating Sprites -- Chapter 3: C++ Strings and SFML Time -- Player Input and HUD -- Chapter 4: Loops, Arrays, Switch, Enumerations, and Functions -- Implementing Game Mechanics -- Chapter 5: Collisions, Sound, and End Conditions -- Making the Game Playable -- Chapter 6: Object-Oriented Programming -- Starting the Pong Game -- Chapter 7: Dynamic Collision Detection and Physics -- Finishing the Pong Game -- Chapter 8: SFML Views -- Starting the Zombie Shooter Game -- Chapter 9: C++ References, Sprite Sheets, and Vertex Arrays -- Chapter 10: Pointers, the Standard Template Library, and Texture Management -- Chapter 11: Collision Detection, Pickups, and Bullets -- Chapter 12: Layering Views and Implementing the HUD -- Chapter 13: Sound Effects, File I/O, and Finishing the Game -- Chapter 14: Abstraction and Code Management -- Making Better Use of OOP -- Chapter 15: Advanced OOP -- Inheritance and Polymorphism -- Chapter 16: Building Playable Levels and Collision Detection -- Chapter 17: Sound Spatialization and the HUD -- Chapter 18: Particle Systems and Shaders -- Chapter 19: Game Programming Design Patterns -- Starting the Space Invaders ++ Game -- Chapter 20: Game Objects and Components -- Chapter 21: File I/O and the Game Object Factory -- Chapter 22: Using Game Objects and Building a Game -- Chapter 23: Before You Go ... -- Other Books You May Enjoy -- Index. C++ (Computer program language) http://id.loc.gov/authorities/subjects/sh87007505 Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 C++ (Langage de programmation) Jeux vidéo Programmation. C++ (Computer program language) fast Video games Programming fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh87007505 http://id.loc.gov/authorities/subjects/sh95003476 |
title | Beginning C++ Game Programming : Learn to Program with C++ by Building Fun Games / |
title_auth | Beginning C++ Game Programming : Learn to Program with C++ by Building Fun Games / |
title_exact_search | Beginning C++ Game Programming : Learn to Program with C++ by Building Fun Games / |
title_full | Beginning C++ Game Programming : Learn to Program with C++ by Building Fun Games / John Horton. |
title_fullStr | Beginning C++ Game Programming : Learn to Program with C++ by Building Fun Games / John Horton. |
title_full_unstemmed | Beginning C++ Game Programming : Learn to Program with C++ by Building Fun Games / John Horton. |
title_short | Beginning C++ Game Programming : |
title_sort | beginning c game programming learn to program with c by building fun games |
title_sub | Learn to Program with C++ by Building Fun Games / |
topic | C++ (Computer program language) http://id.loc.gov/authorities/subjects/sh87007505 Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 C++ (Langage de programmation) Jeux vidéo Programmation. C++ (Computer program language) fast Video games Programming fast |
topic_facet | C++ (Computer program language) Video games Programming. C++ (Langage de programmation) Jeux vidéo Programmation. Video games Programming |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2285792 |
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