Learn C++ for Game Development (eBook)
XVII, 324 Seiten
Apress (Verlag)
978-1-4302-6458-3 (ISBN)
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.
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.
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 gamesManage memory efficiently to get the most out of your creativityLoad and save games using file I/O, so that your users are never disappointedMost 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.
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.
1. Beginning C++Part 1: Procedural Programming2. Writing a Guessing Game with C++ Types3. Creating Calculators with Operators4. Beginning C++ Game Development with Arrays5. Functions, the Building Blocks of C++6. Making Decisions with Flow Control7. Organizing Projects Using Files and NamespacesPart 2: Object Oriented Programming8. Object-Oriented Programming with Classes9. Controlling Data with Access Modifiers10. Building Games with Inheritance11. Designing Game Code with Polymorphism12. Copying and Assigning Data to ObjectsPart 3: The Standard Template Library13. The STL String Class14. STL Array and Vector15. STL List16. STL's Associative Containers17. STL's Stack and Queue18. STL's Bitset19. Using the STL in Text AdventurePart 4: Templates and Metaprogramming20. Template Programming21. Practical Template ProgrammingPart 5: C++ Game Development22. Managing Memory for Game Developers23. Useful Design Patterns for Game Development24. Using File IO to Save and Load Games25. Speeding Up Games with Concurrent Programming26. Supporting Multiple Platforms in C++27. Wrapping Up
Erscheint lt. Verlag | 30.6.2014 |
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Zusatzinfo | XVII, 324 p. 12 illus. |
Verlagsort | Berkeley |
Sprache | englisch |
Themenwelt | Informatik ► Programmiersprachen / -werkzeuge ► C / C++ |
Informatik ► Software Entwicklung ► Objektorientierung | |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Mathematik / Informatik ► Informatik ► Theorie / Studium | |
ISBN-10 | 1-4302-6458-6 / 1430264586 |
ISBN-13 | 978-1-4302-6458-3 / 9781430264583 |
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