Book Content
chapters • 24h52m total length
1. C++, SFML, Visual Studio, and Starting the First Game
2. Variables, Operators, and Decisions – Animating Sprites
3. C++ Strings and SFML Time – Player Input and HUD
4. Loops, Arrays, Switches, Enumerations, and Functions – Implementing Game Mechanics
5. Collisions, Sound, and End Conditions – Making the Game Playable
6. Object-Oriented Programming – Starting the Pong Game
7. Dynamic Collision Detection and Physics – Finishing the Pong Game
8. SFML Views – Starting the Zombie Shooter Game
9. C++ References, Sprite Sheets, and Vertex Arrays
10. Pointers, the Standard Template Library, and Texture Management
11. Collision Detection, Pickups, and Bullets
12. Layering Views and Implementing the HUD
13. Sound Effects, File I/O, and Finishing the Game
14. Abstraction and Code Management – Making Better Use of OOP
15. Advanced OOP – Inheritance and Polymorphism
16. Building Playable Levels and Collision Detection
17. Sound Spatialization and the HUD
18. Particle Systems and Shaders
19. Game Programming Design Patterns – Starting the Space Invaders ++ Game
20. Game Objects and Components
21. File I/O and the Game Object Factory
22. Using Game Objects and Building a Game
23. Before You Go...














