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Learn C++ for Game Development, by Bruce Sutherland
Ebook Free Learn C++ for Game Development, by Bruce Sutherland
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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.
What youll learn- How to use the various C++ skill fundamentals: variables, pointers, flow controls, functions, I/O, classes, exceptions, and more
- How to write C++ games using object-oriented programming techniques: classes, objects, inheritance, and polymorphism
- How to use templates and the Standard Template Library (STL) in C++
- How to work with design patterns in C++ game development
- How to apply C++ to native game activities
- How to master concurrency and the gains in performance it brings
This book is for aspiring game developers with some previous programming experience who need to learn the critical C++ skills necessary to build game applications.� C++ is the most popular programming language in use behind most game applications.
Table of Contents1. Beginning C++
Part 1: Procedural Programming
2. Writing a Guessing Game with C++ Types
3. Creating Calculators with Operators
4. Beginning C++ Game Development with Arrays
5. Functions, the Building Blocks of C++
6. Making Decisions with Flow Control
7. Organizing Projects Using Files and Namespaces
Part 2: Object Oriented Programming
8. Object-Oriented Programming with Classes
9. Controlling Data with Access Modifiers
10. Building Games with Inheritance
11. Designing Game Code with Polymorphism
12. Copying and Assigning Data to Objects
Part 3: The Standard Template Library
13. The STL String Class
14. STL Array and Vector
15. STL List
16. STL's Associative Containers
17. STL's Stack and Queue
18. STL's Bitset
19. Using the STL in Text Adventure
Part 4: Templates and Metaprogramming
20. Template Programming
21. Practical Template Programming
Part 5: C++ Game Development
22. Managing Memory for Game Developers
23. Useful Design Patterns for Game Development
24. Using File IO to Save and Load Games
25. Speeding Up Games with Concurrent Programming
26. Supporting Multiple Platforms in C++
27. Wrapping Up
- Sales Rank: #1406413 in Books
- Published on: 2014-06-18
- Released on: 2014-06-17
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x .73" w x 7.50" l, .0 pounds
- Binding: Paperback
- 324 pages
About the Author
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.
Most helpful customer reviews
8 of 9 people found the following review helpful.
One of the best concise C++ books out there.
By William Barrett Simms
I program a lot in different languages. However, I've never really had a need to program in C++. Recently, due to a project requirement, I needed to write in C++. I was looking for a concise, and still informative guide. I really needed something that would allow me to ramp up to writing C++ in a very short time.
I bought several books and decided to focus on this one after reading the first chapter. I doesn't cover every tiny detail of the C++ language. It does cover the most important. The "learn by writing a game" is more interesting in this book than others. The author specifically discusses some nuances of game development that a more general book might omit (memory management).
The only thing it's missing is how to use a specific IDE/compiler. It would take an absolute newbie about an hour to work around this though.
I highly recommend this as an intro book or if you need to ramp up quickly.
3 of 3 people found the following review helpful.
Yet another bad C++ book
By iPaul
This book is really not a good book for someone to learn C++, it is written in an inconsistent style (mixing main with _tmain for e.g. for no good reason) and will teach you bad C++ habits. I would have expected a more "pedagogical" style and exercises for a "Learn C++" book. Don't waste your time with this.
3 of 4 people found the following review helpful.
Look elsewhere
By Rylan Guthrie
I am coming to this book after having learned how to program in C#. I thought C++ would be the next logical step, and was looking for a good book to get started in the language, preferably with a lean towards game development. This book seemed ideal. I was wrong. This book does a very poor job of introducing concepts and explaining what you are actually doing, and why things are being done. It covers a great deal of topics, but it does not adequately explain any of these topics in the depth necessary. Someone with little to no programming knowledge will be entirely lost trying to learn from this book.
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