Oreilly - Beginning C++ Game Programming - Part 2
by John Horton | Released January 2017 | ISBN: 9781787280397
Learn C++ and start building your very own games About This VideoThis course offers a fun way to learn modern C++ programming while building an exciting gameA beginner-friendly guide offering a fast-paced but engaging approach to game developmentDive headfirst into building a game that gradually increases in complexityIn DetailThis video course is all about offering you a fun introduction to the world of game programming, using a fun, fully-playable game. The game is an addictive frantic split-screen multiplayer puzzle-platformer.We will go through the key C++ topics, such as OOP (Object-Orientated Programming).While building the game, you will also learn exciting game programming concepts such as directional sound (spatialization).Stretch your C++ knowledge beyond the beginner level and use concepts such as pointers, references, and the Standard Template Library to add features—for example, split-screen coop, immersive directional sound, and custom levels loaded from level-design files. Show and hide more
- Chapter 1 : Abstraction and Code Management – Making Better Use of OOP
- The Course Overview 00:03:05
- The Thomas Was Late Game 00:10:58
- Structuring the Thomas Was Late Code 00:03:50
- Building the Game Engine 00:20:44
- Coding the Main Function 00:01:57
- Chapter 2 : Advanced OOP – Inheritance and Polymorphism
- Inheritance 00:04:52
- Polymorphism 00:02:34
- Abstract Classes – Virtual and Pure Virtual Functions 00:04:08
- Building the PlayableCharacter Class 00:13:14
- Building the Thomas and Bob Classes 00:05:44
- Updating the Game Engine to use Thomas and Bob 00:08:30
- Chapter 3 : Building Playable Levels and Collision Detection
- Designing Some Levels 00:04:13
- Building the Level Manager Class 00:11:21
- Coding the loadlevel Function 00:03:16
- Updating the Engine 00:02:50
- Collision Detection 00:08:12
- Chapter 4 : Sound Spatialization and HUD
- Spatialization and SFML 00:05:50
- Building the SoundManager Class and Adding it to the Game Engine 00:06:39
- Populating the Sound Emitters 00:03:02
- Playing Sounds 00:03:31
- The HUD Class 00:04:41
- Using the HUD Class 00:03:59
- Chapter 5 : Extending SFML Classes, Particle Systems, and Shaders
- The SFML Drawable Class 00:05:16
- Building a Particle System 00:13:28
- OpenGL, Shaders, and GLSL 00:09:25
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