C++ Game Development Primer (The Expert's Voice in C++)

C++ Game Development Primer (The Expert's Voice in C++)

Language: English

Pages: 96

ISBN: 1484208153

Format: PDF / Kindle (mobi) / ePub


C++ is the language behind most of today's computer games. This 96-page C++ Game Development Primer takes you through the accelerated process of writing games for otherwise experienced C++ programmers. After reading this book, you’ll have the fundamental know-how to become a successful and profitable game applications developer in today’s increasingly competitive indie game marketplace.

For those looking for a quick introduction to C++ game development and who have good skills in C++, this will get you off to a fast start. C++ Game Development Primer is based on Learn C++ for Game Development by the same author, giving you the essentials to get started in game programming without the unnecessary introduction to C++.

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Has worked on Real Racing 3, the Dead Space series, and The Elder Scrolls: Oblivion among others in his nine-year video game development career. About the Technical Reviewer Michael Thomas has worked in software development for more than 20 years as an individual contributor, team lead, program manager, and Vice President of Engineering.ŠŠMichael has more than 10 years of experience working with mobile devices. His current focus is in the medical sector, using mobile devices to accelerate.

M_serializables.end()) ŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠ{ ŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠiter->second->OnLoad(file); ŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠ} ŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠ} ŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠ} ŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠ} ŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠelse ŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠ{ ŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠfound =Šfalse; ŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠŠ} ŠŠŠŠŠŠŠŠ} ŠŠŠŠŠŠŠŠreturn found; } The Load method is a little more involved than Save. You can see that it is using an ifstream, input file.

You an overview of a simple mechanism for implementing the ability to save and load your games. The ifstream and ofstream classes provide a simple mechanism for writing and reading file data for your programs. These classes follow the usual conventions for stream types in C++. One of the most important lessons to take away from this chapter is the fact that pointers are not transferrable from one game session to the next. This is true for trying to implement a loading and saving system and is.

Might begin to understand how complicated it can be. You might also be wondering why it’s useful to understand how the stack works. The answer lies in trying to work out why your game has crashed once it is in a live environment. It’s relatively easy to work out why a game crashes while you are developing, as you can simply reproduce the crash in a debugger. On games that have launched, you might receive a file known as a crash dump, which does not have any debugging information and simply has.

Option. That’s all there is to creating basic factory functions in C++. These functions come into their own when writing level loading code. Your data can store the type of object you’d like to create at any given time and just pass it into a factory that knows how to instantiate the correct object. This reduces the amount of code in your loading logic, which can help reduce bugs! This is definitely a worthwhile goal. Decoupling with the Observer Pattern The observer pattern is very useful in.

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