{"product_id":"9781430264583","title":"Learn C++ for Game Development","description":"\u003cp\u003eIf you’re new to C++ but understand some basic programming, then \u003cem\u003eLearn C++ for Game Development \u003c\/em\u003elays the foundation for the C++ language and API that you’ll need to build game apps and applications. \u003c\/p\u003e\u003cp\u003e\u003cem\u003eLearn C++ for Game Development \u003c\/em\u003ewill show you how to:\u003c\/p\u003e\u003cul\u003e\n\u003cli\u003eMaster C++ features such as variables, pointers, flow controls, functions, I\/O, classes, exceptions, templates, and the Standard Template Library (STL) \u003c\/li\u003e\n\u003cli\u003eUse design patterns to simplify your coding and make more powerful games\u003c\/li\u003e\n\u003cli\u003eManage memory efficiently to get the most out of your creativity\u003c\/li\u003e\n\u003cli\u003eLoad and save games using file I\/O, so that your users are never disappointed\u003c\/li\u003e\n\u003c\/ul\u003e\u003cp\u003eMost 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. \u003c\/p\u003e\u003cp\u003eThe 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.\u003c\/p\u003eWhat youll learn\u003cul\u003e\n\u003cli\u003eHow to use the various C++ skill fundamentals: variables, pointers, flow controls, functions, I\/O, classes, exceptions, and more \u003c\/li\u003e\n\u003cli\u003eHow to write C++ games using object-oriented programming techniques: classes, objects, inheritance, and polymorphism\u003c\/li\u003e\n\u003cli\u003eHow to use templates and the Standard Template Library (STL) in C++ \u003c\/li\u003e\n\u003cli\u003eHow to work with design patterns in C++ game development\u003c\/li\u003e\n\u003cli\u003eHow to apply C++ to native game activities \u003c\/li\u003e\n\u003cli\u003eHow to master concurrency and the gains in performance it brings\u003c\/li\u003e\n\u003c\/ul\u003eWho this book is for      \u003cp\u003e     This book is for aspiring game developers with some previous programming experience who need to learn the critical C++ skills necessary to build game applications.  C++ is the most popular programming language in use behind most game applications.       \u003c\/p\u003e     Table of Contents\u003cp\u003e1. Beginning C++\u003c\/p\u003e\u003cp\u003ePart 1: Procedural Programming\u003c\/p\u003e\u003cp\u003e2. Writing a Guessing Game with C++ Types\u003c\/p\u003e\u003cp\u003e3. Creating Calculators with Operators\u003c\/p\u003e\u003cp\u003e4. Beginning C++ Game Development with Arrays\u003c\/p\u003e\u003cp\u003e5. Functions, the Building Blocks of C++\u003c\/p\u003e\u003cp\u003e6. Making Decisions with Flow Control\u003c\/p\u003e\u003cp\u003e7. Organizing Projects Using Files and Namespaces\u003c\/p\u003e\u003cp\u003ePart 2: Object Oriented Programming\u003c\/p\u003e\u003cp\u003e8. Object-Oriented Programming with Classes\u003c\/p\u003e\u003cp\u003e9. Controlling Data with Access Modifiers\u003c\/p\u003e\u003cp\u003e10. Building Games with Inheritance\u003c\/p\u003e\u003cp\u003e11. Designing Game Code with Polymorphism\u003c\/p\u003e\u003cp\u003e12. Copying and Assigning Data to Objects\u003c\/p\u003e\u003cp\u003ePart 3: The Standard Template Library\u003c\/p\u003e\u003cp\u003e13. The STL String Class\u003c\/p\u003e\u003cp\u003e14. STL Array and Vector\u003c\/p\u003e\u003cp\u003e15. STL List\u003c\/p\u003e\u003cp\u003e16. STL's Associative Containers\u003c\/p\u003e\u003cp\u003e17. STL's Stack and Queue\u003c\/p\u003e\u003cp\u003e18. STL's Bitset\u003c\/p\u003e\u003cp\u003e19. Using the STL in Text Adventure\u003c\/p\u003e\u003cp\u003ePart 4: Templates and Metaprogramming\u003c\/p\u003e\u003cp\u003e20. Template Programming\u003c\/p\u003e\u003cp\u003e21. Practical Template Programming\u003c\/p\u003e\u003cp\u003ePart 5: C++ Game Development\u003c\/p\u003e\u003cp\u003e22. Managing Memory for Game Developers\u003c\/p\u003e\u003cp\u003e23. Useful Design Patterns for Game Development\u003c\/p\u003e\u003cp\u003e24. Using File IO to Save and Load Games\u003c\/p\u003e\u003cp\u003e25. Speeding Up Games with Concurrent Programming\u003c\/p\u003e\u003cp\u003e26. Supporting Multiple Platforms in C++\u003c\/p\u003e\u003cp\u003e27. Wrapping Up\u003c\/p\u003e","brand":"Apress","offers":[{"title":"Default Title","offer_id":47134223728880,"sku":"9781430264583","price":35.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0737\/7593\/9824\/files\/9781430264583_p0.jpg?v=1763749428","url":"https:\/\/shop-qa.barnesandnoble.com\/products\/9781430264583","provider":"Barnes \u0026 Noble (DEV)","version":"1.0","type":"link"}