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9781592002054

Beginning C++ Game Programming

by
  • ISBN13:

    9781592002054

  • ISBN10:

    1592002056

  • Edition: 1st
  • Format: Paperback
  • Copyright: 2004-05-13
  • Publisher: Cengage Learning PTR
  • View Upgraded Edition

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Summary

Interactivity - the unique feature that sets games apart from other forms of entertainment. The power of interactivity lies in the programming that occurs behind the scenes. If you're ready to jump into the world of programming for games, "Beginning C++Game Programming" will get you started on your journey, providing you with a solid foundation in the game programming language of the professionals. As you cover each programming concept, you'll create small games that demonstrate your new skills. Wrap things up by combining each major concept to create an ambitious multiple player game. Get ready to master the basics of game programming with C++!

Author Biography

Michael Dawson has worked as a programmer and a computer game designer and producer. In addition to real-world game industry experience, Dawson earned his bachelor's degree in Computer Science from the University of Southern California. Dawson currently teaches game programming and design through UCLA Extension courses and private lessons.

Table of Contents

Introduction xi
Chapter 1 Types, Variables, and Standard I/O: Lost Fortune 1(34)
Introducing C++
1(3)
Writing Your First C++ Program
4(5)
Working with the std Namespace
9(2)
Using Arithmetic Operators
11(2)
Declaring and Initializing Variables
13(8)
Performing Arithmetic Operations with Variables
21(4)
Working with Constants
25(2)
Introducing Lost Fortune
27(3)
Summary
30(1)
Questions and Answers
31(1)
Discussion Questions
32(1)
Exercises
33(2)
Chapter 2 Truth, Branching, and the Game Loop: Guess My Number 35(36)
Understanding Truth
35(1)
Using the if Statement
36(4)
Using the else Clause
40(3)
Using the switch Statement
43(3)
Using while Loops
46(2)
Using do Loops
48(2)
Using break and continue Statements
50(2)
Using Logical Operators
52(6)
Generating Random Numbers
58(3)
Understanding the Game Loop
61(2)
Introducing Guess My Number
63(3)
Summary
66(1)
Questions and Answers
67(1)
Discussion Questions
68(1)
Exercises
69(2)
Chapter 3 For Loops, Strings, and Arrays: Word Jumble 71(28)
Using for Loops
71(4)
Understanding Objects
75(2)
Using string Objects
77(6)
Using Arrays
83(4)
Understanding C-Style Strings
87(1)
Using Multidimensional Arrays
88(2)
Introducing Word Jumble
90(4)
Summary
94(1)
Questions and Answers
95(2)
Discussion Questions
97(1)
Exercises
97(2)
Chapter 4 The Standard Template Library: Hangman 99(30)
Introducing the Standard Template Library
99(1)
Using Vectors
100(5)
Using Iterators
105(7)
Using Algorithms
112(4)
Understanding Vector Performance
116(2)
Examining Other STL Containers
118(1)
Planning Your Programs
119(1)
Introducing Hangman
120(4)
Summary
124(1)
Questions and Answers
125(1)
Discussion Questions
126(1)
Exercises
127(2)
Chapter 5 Functions: Mad Lib 129(32)
Creating Functions
129(3)
Using Parameters and Return Values
132(5)
Understanding Software Reuse
137(1)
Working with Scopes
138(4)
Using Global Variables
142(3)
Using Global Constants
145(1)
Using Default Arguments
145(4)
Overloading Functions
149(2)
Inlining Functions
151(2)
Introducing the Mad Lib Game
153(3)
Summary
156(1)
Questions and Answers
157(1)
Discussion Questions
158(1)
Exercises
159(2)
Chapter 6 References: Tic-Tac-Toe 161(30)
Using References
161(3)
Passing References to Alter Arguments
164(3)
Passing References for Efficiency
167(3)
Deciding How to Pass Arguments
170(1)
Returning References
171(3)
Introducing the Tic-Tac-Toe Game
174(12)
Summary
186(1)
Questions and Answers
187(2)
Discussion Questions
189(1)
Exercises
189(2)
Chapter 7 Pointers: Tic-Tac-Toe 2.0 191(28)
Understanding Pointer Basics
191(7)
Understanding Pointers and Constants
198(3)
Passing Pointers
201(4)
Returning Pointers
205(4)
Understanding the Relationship between Pointers and Arrays
209(4)
Introducing the Tic-Tac-Toe 2.0 Game
213(1)
Summary
213(2)
Questions and Answers
215(1)
Discussion Questions
216(1)
Exercises
217(2)
Chapter 8 Classes: Critter Caretaker 219(26)
Defining New Types
219(5)
Using Constructors
224(2)
Setting Member Access Levels
226(5)
Using Static Data Members and Member Functions
231(4)
Introducing the Critter Caretaker Game
235(6)
Summary
241(1)
Questions and Answers
242(1)
Discussion Questions
243(1)
Exercises
244(1)
Chapter 9 Advanced Classes and Dynamic Memory: Game Lobby 245(34)
Using Aggregation
245(4)
Using Friend Functions and Operator Overloading
249(3)
Dynamically Allocating Memory
252(6)
Working with Data Members and the Heap
258(17)
Summary
275(1)
Questions and Answers
276(2)
Discussion Questions
278(1)
Exercises
278(1)
Chapter 10 Inheritance and Polymorphism: Blackjack 279(46)
Introducing Inheritance
279(5)
Controlling Access under Inheritance
284(2)
Calling and Overriding Base Class Member Functions
286(4)
Using Overloaded Assignment Operators and Copy Constructors in Derived Classes
290(1)
Introducing Polymorphism
291(5)
Using Abstract Classes
296(3)
Organizing Your Code
299(4)
Introducing the Blackjack Game
303(19)
Summary
322(1)
Questions and Answers
323(1)
Discussion Questions
324(1)
Exercises
324(1)
Index 325

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

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