C++ For Game Programmers 1st Edition by Noel Llopis – Ebook PDF Instant Download/Delivery: 1584502274, 9781584502272
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Product details:
ISBN 10: 1584502274
ISBN 13: 9781584502272
Author: Noel Llopis
C++ For Game Programmers 1st Table of contents:
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Introduction to Game Programming with C++
- 1.1 What is Game Programming?
- 1.2 Why Use C++ for Game Development?
- 1.3 Setting Up Your Development Environment
- 1.4 Basic Concepts in C++ for Games
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Fundamentals of C++ Programming
- 2.1 C++ Syntax and Structure
- 2.2 Variables, Data Types, and Operators
- 2.3 Control Structures (If-Else, Loops, Switch)
- 2.4 Functions and Function Overloading
- 2.5 Arrays, Pointers, and Memory Management
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Object-Oriented Programming (OOP) for Game Development
- 3.1 Introduction to OOP Concepts
- 3.2 Classes and Objects
- 3.3 Inheritance and Polymorphism
- 3.4 Encapsulation and Abstraction
- 3.5 Using OOP in Game Design
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Game Architecture and Design Patterns
- 4.1 Game Loop and Game State Management
- 4.2 Entity-Component-System (ECS) Architecture
- 4.3 Design Patterns for Game Development
- 4.4 Event-Driven Programming in Games
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Handling Graphics and Animation
- 5.1 Basics of Graphics Programming
- 5.2 Introduction to 2D Rendering with C++
- 5.3 Using Game Engines for Graphics (e.g., SFML, SDL)
- 5.4 Implementing Animations and Sprite Handling
- 5.5 Transformations: Rotation, Scaling, and Translation
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Working with Input Devices
- 6.1 Keyboard and Mouse Input Handling
- 6.2 Gamepad and Joystick Integration
- 6.3 Touchscreen and Gesture Input
- 6.4 Event Handling and Input Mapping
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Audio Programming for Games
- 7.1 Introduction to Sound and Music in Games
- 7.2 Implementing Sound Effects
- 7.3 Background Music and Soundtracks
- 7.4 Using Libraries for Audio (e.g., OpenAL, FMOD)
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Physics and Collision Detection
- 8.1 Basics of Game Physics Simulation
- 8.2 Implementing Simple 2D Physics (Gravity, Velocity)
- 8.3 Collision Detection Techniques (Bounding Boxes, Pixel Perfect)
- 8.4 Rigid Body Dynamics and Physics Engines
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Artificial Intelligence in Games
- 9.1 Basics of AI in Game Programming
- 9.2 Pathfinding Algorithms (A*, Dijkstra)
- 9.3 Finite State Machines for NPC Behavior
- 9.4 Decision Trees and Behavior Trees
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Networking and Multiplayer Games
- 10.1 Introduction to Networking Concepts
- 10.2 Client-Server Architecture in Multiplayer Games
- 10.3 Synchronization and Latency Handling
- 10.4 Using Sockets for Communication
- 10.5 Implementing Simple Multiplayer Features
- Memory Management and Optimization
- 11.1 Understanding Memory Management in C++
- 11.2 Dynamic Memory Allocation (malloc, new)
- 11.3 Memory Leaks and Debugging Tools
- 11.4 Performance Optimization for Game Code
- 11.5 Profiling and Analyzing Game Performance
- Creating and Using Game Engines
- 12.1 Introduction to Game Engines
- 12.2 Building Your Own Game Engine from Scratch
- 12.3 Using Existing Game Engines (Unreal, Unity with C++)
- 12.4 Customizing and Extending a Game Engine
- Graphics Shaders and Advanced Rendering Techniques
- 13.1 Introduction to Shaders (Vertex, Fragment)
- 13.2 Using GLSL for Shader Programming
- 13.3 Advanced Rendering Techniques (Lighting, Shadows)
- 13.4 Implementing Special Effects (Particle Systems)
- Creating a Simple 2D Game
- 14.1 Game Design and Planning
- 14.2 Coding the Game Loop and Player Controls
- 14.3 Implementing Collision Detection
- 14.4 Adding Sound and Music
- 14.5 Debugging and Polishing Your 2D Game
- Creating a Simple 3D Game
- 15.1 Basics of 3D Graphics in C++
- 15.2 Using 3D Models and Textures
- 15.3 Implementing Camera Systems
- 15.4 Collision Detection in 3D
- 15.5 3D Game Loop and Optimization
- Debugging and Testing Game Code
- 16.1 Common Bugs in Game Development
- 16.2 Using Debugging Tools and Techniques
- 16.3 Unit Testing and Code Coverage
- 16.4 Performance Testing and Stress Testing
- Publishing and Distributing Games
- 17.1 Packaging and Preparing Your Game for Release
- 17.2 Game Distribution Platforms (Steam, Epic Games Store)
- 17.3 Monetization Strategies for Indie Games
- 17.4 Post-Release Support and Updates
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