Skip to main content
  • Book
  • © 2014

Learn C++ for Game Development

Apress

Authors:

  • 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 fundamentals that you’ll need to build game apps and applications, using C++ which most of today's popular console and PC game platforms use in their SDKs.

Buy it now

Buying options

eBook USD 59.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 79.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access

This is a preview of subscription content, log in via an institution to check for access.

Table of contents (27 chapters)

  1. Front Matter

    Pages i-xxi
  2. Beginning C++

    • Bruce Sutherland
    Pages 1-4
  3. Procedural Programming

    1. Front Matter

      Pages 5-5
    2. Writing a Guessing Game with C++ Types

      • Bruce Sutherland
      Pages 7-16
    3. Creating Calculators with Operators

      • Bruce Sutherland
      Pages 17-36
    4. Beginning C++ Game Development with Arrays

      • Bruce Sutherland
      Pages 37-48
    5. Functions, the Building Blocks of C++

      • Bruce Sutherland
      Pages 49-56
    6. Making Decisions with Flow Control

      • Bruce Sutherland
      Pages 57-70
    7. Organizing Projects Using Files and Namespaces

      • Bruce Sutherland
      Pages 71-78
  4. Object-Oriented Programming

    1. Front Matter

      Pages 79-79
    2. Object-Oriented Programming with Classes

      • Bruce Sutherland
      Pages 81-96
    3. Controlling Data with Access Modifiers

      • Bruce Sutherland
      Pages 97-110
    4. Building Games with Inheritance

      • Bruce Sutherland
      Pages 111-126
    5. Designing Game Code with Polymorphism

      • Bruce Sutherland
      Pages 127-138
    6. Copying and Assigning Data to Objects

      • Bruce Sutherland
      Pages 139-144
  5. The STL

    1. Front Matter

      Pages 145-145
    2. The STL String Class

      • Bruce Sutherland
      Pages 147-156
    3. STL Array and Vector

      • Bruce Sutherland
      Pages 157-162
    4. STL List

      • Bruce Sutherland
      Pages 163-168
    5. STL’s Associative Containers

      • Bruce Sutherland
      Pages 169-176

About this book

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.

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.

Bibliographic Information

Buy it now

Buying options

eBook USD 59.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 79.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access