Creating Games in C++ A Step-by-Step Guide – David Conger, Ron Little – 1st Edition


Do you love video games? Ever wondered if you could create one of your own, with all the bells and whistles? It’s not as complicated as you’d think, and you don’t need to be a math whiz or a programming genius to do it. In fact, everything you need to create your first game, “Invasion of the Slugwroths,” is included in this book and CD-ROM.

Author David Conger starts at square one, introducing the of the and all the basic concepts for getting started programming with C++, the language that powers most current commercial games. Plus, he’s put a wealth of top-notch (and free) tools on the CD-ROM, including the Dev-C++ compiler, linker, and debugger–and his own LlamaWorks2D game engine. Step-by-step instructions and ample illustrations take you through game program structure, integrating sound and music into games, floating-point math, C++ arrays, and much more. Using the sample programs and the source code to run them, you can follow along as you learn.

Bio: David Conger has been programming professionally for over 23 years. Along with countless custom applications, he has written several PC and games. Conger also worked on graphics firmware for military aircraft, and taught at the university level for four years. Conger has written numerous on C, C++, and other computer-related topics. He lives in western Washington State and has also published a collection of Indian folk tales.

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Table of Contents

Part 1: The Really Basic Stuff
Chapter 1. What it Takes to be a Game Programmer
Chapter 2. Writing C++ Programs

Part 2: ObjectOriented Programming in Games
Chapter 3. Introducing Object-Oriented Programming
Chapter 4. Introducing the LlamaWorks2D Game Engine
Chapter 5. Function and Operator Overloading
Chapter 6. Inheritance: Getting a Lot for a Little

Part 3: The Essentials of Game Development
Chapter 7. Program Structure
Chapter 8. Sound Effects and Music

Part 4: Graduating to Better C++
Chapter 9. Floating-Point Math in C++
Chapter 10. Arrays
Chapter 11. Pointers
Chapter 12. File Input and Output
Chapter 13. Moving into Real Game Development

Part 5: The Big Payoff
Chapter 14. No Slime Allowed: Invasion of the Slugwroths
Chapter 15. Captain Chloride Gets Going
Chapter 16. The World of Captain Chloride
Chapter 17. Captain Chloride Encounters Solid Objects
Chapter 18. That's a Wrap!

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