Beginning C++ Game Programming: Learn C++ from scratch by building fun games
By John Horton
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John Horton
John Horton is a programming and gaming enthusiast based in the UK. He has a passion for writing apps, games, books, and blog articles. He is the founder of Game Code School.
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Beginning C++ Game Programming - John Horton
Beginning C++ Game Programming
Third Edition
Learn C++ from scratch by building fun games
John Horton
Beginning C++ Game Programming
Third Edition
Copyright © 2024 Packt Publishing
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Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.
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First published: October 2016
Second edition: October 2019
Third edition: May 2024
Production reference: 1240524
Published by Packt Publishing Ltd.
Grosvenor House
11 St Paul’s Square
Birmingham
B3 1RB, UK.
ISBN 978-1-83508-174-7
www.packt.com
Contributors
About the author
John Horton is a programming and gaming enthusiast based in the UK.
Dedicated to two brothers, Ray and Barry, for your guidance, example, and support.
About the reviewer
Yoan Rock is a 26-year-old developer with over 4 years of experience in the gaming industry. With a background in C++ software engineering, Yoan’s expertise lies in C++ programming within the gaming industry, particularly in utilizing Unreal Engine and sometimes Blueprints to create immersive experiences.
During his tenure at Limbic Studio, Yoan contributed significantly to the development of Park Beyond, an AAA-released game where players create and manage their own theme park. He excelled in gameplay development, bug fixing, and fostering effective communication among team members.
Yoan later collaborated with Chillchat on Primorden, a multiplayer project using Unreal Engine 5 and the Game play Ability system, where he played a key role in implementing game mechanics, monster abilities, and AI behavior trees.
At Game Atelier, Yoan led UI development for an unannounced project, showcasing his proficiency in crafting immersive user experiences using Unreal Engine 5.3, Common UI, and, of course, UMG.
Currently, Yoan is part of an exciting project with Blacksheep, contributing to an ambitious, unannounced venture. Always eager to innovate, Yoan stays updated with industry trends and is exploring Unreal Engine 5.3 for personal projects.
Contents
Preface
Who this book is for
What this book covers
To get the most out of this book
Get in touch
Welcome to Beginning C++ Game Programming Third Edition!
The games we will build
Timber!!!
Pong
Zombie Arena
Platform game
Why you should learn game programming using C++ in 2024
SFML
Microsoft Visual Studio
What about Mac and Linux?
Installing Visual Studio 2022
Setting up SFML
Creating a new project in Visual Studio 2022
Configuring the project properties
Planning Timber!!!
The project assets
Making your own sound FX
Adding the assets to the project
Exploring the assets
Understanding screen and internal coordinates
Getting started with coding the game
Making code clearer with comments
The main function
Presentation and syntax
Returning values from a function
Running the game
Opening a window using SFML
Including SFML features
OOP, classes, and objects
Using namespace sf
SFML VideoMode and RenderWindow
Running the game
The game loop
while loops
C-style code comments
Input, update, draw, repeat
Detecting a key press
Clearing and drawing the scene
Running the game
Drawing the game’s background
Preparing the sprite using a texture
Double buffering the background sprite
Running the game
Handling errors
Configuration errors
Compile errors
Link errors
Bugs
Summary
Frequently asked questions
Variables, Operators, and Decisions: Animating Sprites
Learning all about C++ variables
Types of variables
User-defined types
Declaring and initializing variables
Declaring variables
Initializing variables
Declaring and initializing in one step
Constants
Uniform initialization
Declaring and initializing user-defined types
Seeing how to manipulate the variables
C++ arithmetic and assignment operators
Getting things done with expressions
Assignment
Increment and decrement
Adding clouds, a buzzing bee, and a tree
Preparing the tree
Preparing the bee
Preparing the clouds
Drawing the tree, the bee, and the clouds
Random numbers
Generating random numbers in C++
Making decisions with if and else
Logical operators
C++ if and else
If they come over the bridge, shoot them!
Else do this instead
Reader challenge
Timing
The frame rate problem
The SFML frame rate solution
Moving the clouds and the bee
Giving life to the bee
Blowing the clouds
Summary
Frequently Asked Questions
C++ Strings, SFML Time: Player Input and HUD
Pausing and restarting the game
C++ strings
Declaring strings
Assigning a value to strings
String Concatenation
Getting the string length
Manipulating strings another way with StringStream
SFML Text and SFML Font
Adding a score and a message
Adding a time-bar
Summary
Frequently asked questions
Loops, Arrays, Switch, Enumerations, and Functions: Implementing Game Mechanics
Loops
while loops
Breaking out of a loop
for loops
Arrays
Declaring an array
Initializing the elements of an array
Quickly initializing the elements of an array
What do these arrays really do for our games?
Making decisions with switch
Class enumerations
Getting started with functions
Who designed all this weird and frustrating syntax and why is it the way it is?
Function return types
Function names
Function parameters
The function body
Function prototypes
Organizing functions
Function scope
A final word on functions – for now
Growing the branches
Preparing the branches
Updating the branch sprites in each frame
Drawing the branches
Moving the branches
Summary
Frequently asked questions
Collisions, Sound, and End Conditions: Making the Game Playable
Preparing the player (and other sprites)
Drawing the player and other sprites
Handling the player’s input
Handling setting up a new game
Detecting the player chopping
Detecting a key being released
Animating the chopped logs and the axe
Handling death
Simple sound effects
How SFML sound works
When to play the sounds
Adding the sound code
Improving the game and code
Summary
Frequently asked questions
Object-Oriented Programming – Starting the Pong Game
Object-oriented programming
Encapsulation
Polymorphism
Inheritance
Why use OOP?
What exactly is a class?
The theory of a Pong bat
Declaring the class, variables, and functions
The class function definitions
Using an instance of a class
Creating the Pong project
Coding the Bat class
Coding Bat.h
Constructor functions
Continuing with the Bat.h explanation
Coding Bat.cpp
Using the Bat class and coding the main function
Summary
Frequently asked questions
AABB Collision Detection and Physics – Finishing the Pong Game
Coding the Ball class
Using the Ball class
Collision detection and scoring
Running the game
Learning about the C++ spaceship operator
Summary
Frequently asked questions
SFML Views – Starting the Zombie Shooter Game
Planning and starting the Zombie Arena game
Creating a new project
The project assets
Exploring the assets
Adding the assets to the project
OOP and the Zombie Arena project
Building the player – the first class
Coding the Player class header file
Coding the Player class function definitions
Controlling the game camera with SFML View
Starting the Zombie Arena game engine
Managing the code files
Starting to code the main game loop
Summary
Frequently asked questions
C++ References, Sprite Sheets, and Vertex Arrays
Understanding C++ references
Summarizing references
SFML vertex arrays and sprite sheets
What is a sprite sheet?
What is a vertex array?
Building a background from tiles
Building a vertex array
Using the vertex array to draw
Creating a randomly generated scrolling background
Using the background
Summary
Frequently asked questions
Pointers, the Standard Template Library, and Texture Management
Learning about pointers
Pointer syntax
Declaring a pointer
Initializing a pointer
Reinitializing pointers
Dereferencing a pointer
Pointers are versatile and powerful
Dynamically allocated memory
Passing a pointer to a function
Declaring and using a pointer to an object
Pointers and arrays
Summary of pointers
Learning about the Standard Template Library
What is a vector?
Declaring a vector
Adding data to a vector
Accessing data in a vector
Removing data from a vector
Checking the size of a vector
Looping/iterating through the elements of a vector
What is a map?
Declaring a map
Adding data to a map
Finding data in a map
Removing data from a map
Checking the size of a map
Checking for keys in a map
Looping/iterating through the key-value pairs of a map
The auto keyword
STL summary
Summary
Frequently asked questions
Coding the TextureHolder Class and Building a Horde of Zombies
Implementing the TextureHolder class
Coding the TextureHolder header file
Coding the TextureHolder function definitions
What have we achieved with TextureHolder?
Building a horde of zombies
Coding the Zombie.h file
Coding the Zombie.cpp file
Using the Zombie class to create a horde
Bringing the horde to life (or back to life)
Using the TextureHolder class for all textures
Changing the way the background gets its textures
Changing the way the Player class gets its texture
Summary
Frequently asked questions
Collision Detection, Pickups, and Bullets
Coding the Bullet class
Coding the Bullet header file
Coding the Bullet source file
Coding the shoot function
Calculating the gradient in the shoot function
Making the gradient positive in the shoot function
Calculating the ratio between X and Y in the shoot function
Finishing the shoot function explanation
More bullet functions
The Bullet class’s update function
Making the bullets fly
Including the Bullet class
Control variables and the bullet array
Reloading the gun
Shooting a bullet
Updating the bullets in each frame
Drawing the bullets in each frame
Giving the player a crosshair
Coding a class for pickups
Coding the Pickup header file
Coding the Pickup class function definitions
Using the Pickup class
Detecting collisions
Has a zombie been shot?
Has the player been touched by a zombie?
Has the player touched a pickup?
Summary
Frequently asked questions
Layering Views and Implementing the HUD
Adding all the Text and HUD objects
Updating the HUD
Drawing the HUD, home, and level-up screens
Summary
Sound Effects, File I/O, and Finishing the Game
Saving and loading the high score
Preparing sound effects
Allowing the player to level up and spawning a new wave
Restarting the game
Playing the rest of the sounds
Adding sound effects while the player is reloading
Making a shooting sound
Playing a sound when the player is hit
Playing a sound when getting a pickup
Making a splat sound when a zombie is shot
Summary
Frequently asked questions
Run!
About the game
Creating the project
Coding the main function
Handling input
Coding the Factory class
Advanced OOP: inheritance and polymorphism
Inheritance
Extending a class
Polymorphism
Abstract classes: virtual and pure virtual functions
Design patterns
Entity Component System pattern
Why lots of diverse object types are hard to manage
Using a generic GameObject for better code structure
Prefer composition over inheritance
Factory pattern
C++ smart pointers
Shared pointers
Unique pointers
Casting smart pointers
Coding the GameObject class
Coding the Component class
Coding the Graphics class
Coding the Update class
Running the code
What next?
Summary
Sound, Game Logic, Inter-Object Communication, and the Player
Coding the SoundEngine class
Code the Game logic
Coding the LevelUpdate class
Coding the player: Part 1
Coding the PlayerUpdate class
Coding the PlayerGraphics class
Coding the factory to use all our new classes
Remembering the texture coordinates
Running the game
Summary
Graphics, Cameras, Action
Cameras, draw calls, and SFML View
Coding the camera classes
Coding the CameraUpdate class
Coding the CameraGraphics class part 1
The SFML View class
Coding the CameraGraphics class part 2
Adding camera instances to the game
Running the game
Summary
Coding the Platforms, Player Animations, and Controls
Coding the platforms
Coding the PlatformUpdate class
Coding the update function for the PlatformUpdate class
Coding the PlatformGraphics class
Building some platforms in the factory
Running the game
Adding functionality to the player
Coding the player controls
Running the game
Coding the Animator class
Coding the player animations
Running the game
Summary
Building the Menu and Making It Rain
Building an interactive menu
Coding the MenuUpdate class
Coding the MenuGraphics class
Building a menu in the factory
Running the game
Making it rain
Coding the RainGraphics class
Making it rain in the factory
Running the game
Summary
Fireballs and Spatialization
What is spatialization?
Emitters, attenuation, and listeners
Handling spatialization using SFML
Upgrading the SoundEngine class
Fireballs
Coding the FireballUpdate class
Coding the FireballGraphics class
Coding FireballGraphics.h
Coding FireballGraphics.cpp
Building some fireballs in the factory
Running the code
Summary
Parallax Backgrounds and Shaders
Learning about OpenGL, shaders, and GLSL
The programmable pipeline and shaders
Coding a hypothetical fragment shader
Coding a hypothetical vertex shader
Finishing the CameraGraphics class
Breaking up the new draw code
Coding a shader for the game
Running the completed game
Summary
Further reading
Other Books You May Enjoy
Index
Landmarks
Cover
Index
Preface
Always dreamed of creating your own games? With the third edition of Beginning C++ Game Programming, you can turn that dream into reality! This beginner-friendly guide is updated and improved to include the latest features of VS 2022, SFML, and modern C++20 programming techniques. You will get a fun introduction to game programming by building four fully playable games of increasing complexity. You’ll build clones of popular games such as Timberman, Pong, a Zombie survival shooter, and an endless runner.
The book starts by covering the basics of programming. You’ll study key C++ topics, such as object-oriented programming (OOP) and C++ pointers, and get acquainted with the Standard Template Library (STL). The book helps you learn about collision detection techniques and game physics by building a Pong game. As you build games, you’ll also learn exciting game programming concepts such as vertex arrays, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. You’ll dive deep into game mechanics and implement input handling, levelling up a character, and simple enemy AI. Finally, you’ll explore game design patterns to enhance your C++ game programming skills.
By the end of the book, you’ll have gained the knowledge you need to build your own games with exciting features from scratch.
Who this book is for
This book is perfect for you if you have no C++ programming knowledge, you need a beginner-level refresher course, or you want to learn how to build games or just use games as an engaging way to learn C++.
Whether you aspire to publish a game (perhaps on Steam) or just want to impress friends with your creations, you’ll find this book useful.
What this book covers
Chapter 1, Welcome to Beginning C++ Game Programming, Third Edition: This chapter outlines the journey to writing exciting games for PC using C++ and the OpenGL powered SFML. This third edition has an overwhelming focus on improving and expanding upon what you will learn in game programming. All the C++ basics from variables in the beginning, through loops, object-oriented programming, the Standard Template Library, SFML features, and newer C++ possibilities, have been added to and expanded upon. By the end of this book, you will not only have four playable games but also have a deep and solid grounding in C++.
Chapter 2, Variables, Operators, and Decisions: Animating Sprites: In this chapter, we will do quite a bit more drawing on the screen. We will animate some clouds that travel at a random height and a random speed across the background and a bee that does the same in the foreground. To achieve this, we will need to learn some more of the basics of C++. We will be learning how C++ stores data with variables as well as how to manipulate those variables with the C++ operators and how to make decisions that branch our code on different paths based on the value of variables. Once we have learned all this, we will be able to reuse our knowledge about the SFML
Sprite
and
Texture
classes to implement our cloud and bee animations.
Chapter 3, C++ Strings, SFML Time, Player Input, and HUD: In this chapter, we will spend around half the time learning how to manipulate text and display it on the screen and the other half looking at timing and how a visual time bar can inform the player and create a sense of urgency in the game.
Chapter 4, Loops, Arrays, Switch, Enumerations, and Functions – Implementing Game Mechanics: This chapter probably has more C++ information than any other chapter in the book. It is packed with fundamental concepts that will move our understanding on enormously. It will also begin to shed light on some of the murky areas we have been skipping over a little bit, like functions, the game loop, and loops in general.
Chapter 5, Collisions, Sound, and End Conditions: Making the Game Playable: This is the final phase of the first project. By the end of this chapter, you will have your first completed game. Once you have Timber!!! up and running, be sure to read the last section of this chapter as it will suggest ways to make the game better. Here is what we will cover in this chapter: adding the rest of the sprites, handling the player input, animating the flying log, handling death, adding sound effects, adding features, and improving Timber!!!.
Chapter 6, Object-Oriented Programming – Starting the Pong Game: In this chapter, there’s a little bit of theory, but the theory will give us the knowledge that we need to start using object-oriented programming (OOP). OOP helps us organize our code into human-recognizable structures and handle complexity. We will not waste any time in putting that theory to good use as we will use it to code the next project, a Pong game. We will get to look behind the scenes at how we can create new C++ types that we can use as objects. We will achieve this by coding our first class. To get started, we will look at a simplified Pong game scenario so that we can learn about some class basics, and then we will start again and code a Pong game for real using the principles we have learned.
Chapter 7, AABB Collision Detection and Physics – Finishing the Pong Game: In this chapter, we will code our second class. We will see that although the ball is obviously quite different from the bat, we will use the exact same techniques to encapsulate the appearance and functionality of a ball inside a
Ball
class, just like we did with the bat and the
Bat
class. We will then add the finishing touches to the Pong game by coding some collision detection and scorekeeping. This might sound complicated but as we are coming to expect, SFML will make things much easier than they otherwise would be.
Chapter 8, SFML Views – Starting the Zombie Shooter Game: In this project, we will be making even more use of OOP, and to a powerful effect. We will also be exploring the SFML
View
class. This versatile class will allow us to easily divide our game up into layers for different aspects of the game. In the Zombie Shooter project, we will have a layer for the HUD and a layer for the main game. This is necessary because the game world expands each time the player clears a wave of zombies. Eventually, the game world will be bigger than the screen and the player will need to scroll. The use of the
View
class will prevent the text of the HUD from scrolling with the background.
Chapter 9, C++ References, Sprite Sheets, and Vertex Arrays: In Chapter 4, Loops, Arrays, Switch, Enumerations, and Functions – Implementing Game Mechanics, we talked about scope. This is the concept that variables declared in a function or inner block of code only have scope (that is, can be seen or used) in that function or block. Using only the C++ knowledge we have currently, this can cause a problem. What do we do if we need to work on a few complex objects that are needed in the
main
function? This could imply all the code must be in the
main
function.
In this chapter, we will explore C++ references, which allow us to work on variables and objects that are otherwise out of scope. In addition to this, these references will help us avoid having to pass large objects between functions, which is a slow process. It is slow because each time we do this, a copy of the variable or object must be made.
Armed with this new knowledge of references, we will look at the SFML
VertexArray
class, which allows us to build up a large image that can be quickly and efficiently drawn to the screen using multiple parts in a single image file. By the end of this chapter, we will have a scalable, random, scrolling background that’s been made using references and a
VertexArray
object.
Chapter 10, Pointers, the Standard Template Library, and Texture Management: In this chapter, we will learn a lot as well as get plenty done in terms of the game in this chapter. We will first learn about the fundamental C++ topic of pointers. Pointers are variables that hold a memory address. Typically, a pointer will hold the memory address of another variable. This sounds a bit like a reference, but we will see how they are much more powerful and use a pointer to handle an ever-expanding horde of zombies.
We will also learn about the Standard Template Library (STL), which is a collection of classes that allow us to quickly and easily implement common data management techniques.
Chapter 11, Coding the TextureHolder Class and Building a Horde of Zombies: Now that we have understood the basics of the STL, we will be able to use that new knowledge to manage all the textures from the game because if we have 1,000 zombies, we don’t really want to load a copy of a zombie graphic into the GPU for each and every one.
We will also dig a little deeper into OOP and use a static function, which is a function of a class that can be called without an instance of the class. At the same time, we will see how we can design a class to ensure that only one instance can ever exist. This is ideal when we need to guarantee that different parts of our code will use the same data.
Chapter 12, Collision Detection, Pickups, and Bullets: So far, we have implemented the main visual aspects of our game. We have a controllable character running around in an arena full of zombies that chase them. The problem is that they don’t interact with each other. A zombie can wander right through the player without leaving a scratch. We need to detect collisions between the zombies and the player.
If the zombies are going to be able to injure and eventually kill the player, it is only fair that we give the player some bullets for their gun. We will then need to make sure that the bullets can hit and kill the zombies.
At the same time, if we are writing collision detection code for bullets, zombies, and the player, it would be a good time to add a class for health and ammo pickups as well.
Here is what we will do and the order in which we will cover things in this chapter: shooting bullets, adding a crosshair and hiding the mouse pointer, spawning pickups, and detecting collisions
Chapter 13, Layering Views and Implementing the HUD: In this chapter, we will get to see the real value of SFML
Views
. We will add a selection of SFML
Text
objects and manipulate them as we did before in the Timber!!! project and the Pong project. What’s new is that we will draw the HUD using a second View instance. This way, the HUD will stay neatly positioned over the top of the main game action, regardless of what the background, player, zombies, and other game objects are doing.
Chapter 14, Sound Effects, File I/O, and Finishing the Game: We are nearly done with this project. This short chapter will demonstrate how we can easily manipulate files stored on the hard drive using the C++ standard library, and we will also add sound effects. Of course, we know how to add sound effects, but we will discuss exactly where the calls to the
play
function will go in the code. We will also tie up a few loose ends to make the game complete. In this chapter, we will cover the following topics: saving and loading the hi-score using file input and file output, adding sound effects, allowing the player to level up, and spawning a new wave.
Chapter 15, Run!: Welcome to the final project. Run, Run is an endless runner where the objective of the player is to stay ahead of the disappearing platforms that are catching them up from behind. In this project, we will learn loads of new game programming techniques and even more C++ topics to implement those techniques. Perhaps the best improvement this game will have over the previous games is that it will be way more object oriented than any of the others. There will be many, many more classes than any of the preceding projects but most of the code files for these classes will be short and uncomplicated. Furthermore, we will build a game where the functionality and appearance of all the in-game objects is pushed out to classes, leaving the main game loop unchanged regardless of what the
GameObjects
do. This is powerful because it means you can make a hugely varied game just by designing new standalone components (classes) that describe the behavior and appearance of the required game entity. This means you can use the same code structure for a completely different game of your own design. But there is way more to come than just this. Read on for details.
Chapter 16, Sound, Game Logic, Inter-Object Communication, and the Player: In this chapter, we will quickly implement our game’s sound. We have done this before, so it won’t be hard. In fact, in just half a dozen lines of code, we will also add music to our sound features. Later in the project, but not in this chapter, we will add directional (spatialized) sound.
In this chapter, we will wrap all our sound-related code into a single class called
SoundEngine
. Once we have some noise, we will then move on to get started on the player. We will achieve the entire player character functionality just by adding two classes: one that extends
Update
and one that extends
Graphics
. This creation of new game objects by extending these two classes will be how we do almost everything else for the entire game. We will also see the simple way that objects communicate with each other using pointers.
Chapter 17, Graphics, Camera, Action: In this chapter, we will talk in depth about the way the graphics will work in this project. As we will be coding the cameras that do the drawing in this chapter, now seems like a good time to talk about the graphics too. If you looked in the
graphics
folder, there is just one graphic. Furthermore we are not calling
window.draw
at any point in our code so far. We will discuss why draw calls should be kept to a minimum as well as implement our
Camera
classes that will handle this for us. Finally, in this chapter, we will be able to run the game and see the cameras in action, including the main view, the radar view, and the timer text.
Chapter 18, Coding the Platforms, Player Animations, and Controls: In this chapter, we will code the platforms and the player animation and controls. In my opinion, we have done the hard work already and most of what follows has a much higher reward-to-effort ratio. Hopefully this chapter will be interesting as we will see how the platforms will ground the player and enable them to run, as well as seeing how we loop through the frames of animation to create a smooth running effect for the player. We will do the following: coding the platforms, adding functionality to the player, coding the
Animator
class, coding the animations, and adding a smooth running animation to the player.
Chapter 19, Building the Menu and Making It Rain: In this chapter, we will implement two significant features. One is a menu screen to keep the player informed of their options for starting, pausing, restarting, and quitting the game. The other job will be to create a simple raining effect. You could argue the raining effect isn’t necessary, even that it doesn’t fit the game, but it is easy, fun, and a good trick to learn. What you should expect by now, and yet is still perhaps the most interesting aspect of this chapter, is how we will achieve both these objectives by coding classes derived from
Graphics
and
Update
, composing them in
GameObject
instances, and they will just work alongside all our other game entities.
Chapter 20, Fireballs and Spatialization: In this chapter, we will be adding all the sound effects and the HUD. We have done this in two of the previous projects, but we will do things a bit differently this time. We will explore the concept of sound spatialization and how SFML makes this complicated concept nice and easy. In addition, we will build a HUD class to encapsulate our code that draws information to the screen.
Chapter 21, Parallax Backgrounds and Shaders: This is the last chapter and our last opportunity to work on our game. It will be fully playable with all the features by the end. Here is what we will do to wrap up the Run game. We will learn a bit more about OpenGL, shaders, and the Graphics Library Shading Language (GLSL), finish the
CameraGraphics
class by implementing a scrolling background and shader, a code a shader by using someone else’s code, and finally run the completed game
To get the most out of this book
There are no knowledge prerequisites for this book. You do not need to know how to program as the book takes you from zero knowledge to four playable games. It will help a little if you have played a few video games and you are determined to learn.
Download the example code files
The code bundle for the book is hosted on GitHub at https://github.com/PacktPublishing/Beginning-C-Game-Programming-Third-Edition. We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!
Download the color images
We also provide a PDF file that has color images of the screenshots/diagrams used in this book. You can download it here: https://packt.link/gbp/9781835081747.
Conventions used
There are a number of text conventions used throughout this book.
CodeInText
: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. For example: "My main project directory is
D:\VS Projects\Timber
."
A block of code is set as follows:
int
playerScore =
0
;
char
playerInitial =
'J'
;
float
valuePi =
3.141f
;
bool
isAlive =
true
;
When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:
// Make a tree sprite
Texture textureTree;
textureTree.
loadFromFile
(
graphics/tree.png
);
Sprite spriteTree;
spriteTree.
setTexture
(textureTree);
spriteTree.
setPosition
(
810
,
0
);
while
(window.
isOpen
()) {
Any command-line input or output is written as follows:
# cp /usr/src/asterisk-addons/configs/cdr_mysql.conf.sample /etc/asterisk/cdr_mysql.conf
Bold: Indicates a new term, an important word, or words that you see on the screen. For instance, words in menus or dialog boxes appear in the text like this. For example: "Select System info from the Administration panel."
Warnings or important notes appear like this.
Tips and tricks appear like this.
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1
Welcome to Beginning C++ Game Programming Third Edition!
Let’s get started on your journey to writing exciting games for the PC using C++ and the OpenGL-powered SFML. This third edition has an overwhelming focus on improving and expanding upon what you will learn. All the C++ basics from variables in the beginning, through loops, object-oriented programming, the Standard Template Library, SFML features, and newer C++ possibilities have all been added to and expanded upon. By the end of this book, not only will you have four playable games but you will also have a deep and solid grounding in C++.
Here is what is coming up in this chapter
First, we will look at the four games we will build across this book. The first game is the exact same as the previous edition and will help us learn the C++ basics, like variables, loops, and decision-making. The second and third are enhanced, modified, and refined from the previous edition, and the fourth is all new and, in my view, way better for playing and learning than the final two games of the previous edition put together.
This next bit is mportant in which you will discover why you should learn game programming and perhaps any other programming genre using C++. Using C++ to learn game development can be the best choice for so many reasons.
Then, we can explore SFML and its relationship with C++.
Nobody likes corporate evangelism, and you won’t get any here, but there are good reasons to find out about Microsoft Visual Studio and why we will use it in this book.
Next, it’s time to set up the development environment. This is admittedly a slightly dull affair, but we will get through it in short order, step by step, and when you have done it once, you will never need to learn it again.
We will then plan and prepare for the first game project, Timber!!!
Moving on, we will write the first C++ code of this book and make a runnable first stage of the game that draws a pretty background – ooh! In the next chapter, things will advance and begin to move graphics around and what we learned in this chapter will stand us in good stead to make faster progress with our first game.
Finally, we will cover how to handle any problems you might get as you learn C++ and game programming, such as configuration errors, compile errors, link errors, and bugs.
Of course, what you want to know first is what you are going to have to show for yourself by the end of this weighty tome. So, let’s find out more about the games we will build.
You will find this chapter’s source code in the GitHub repository: https://github.com/PacktPublishing/Beginning-C-Game-Programming-Third-Edition/tree/main/Timber
The games we will build
This journey will be smooth as we will learn about the fundamentals of the super-fast C++ language one step at a time, and then put this new knowledge to use by adding cool features to the four games we are going to build.
The following are our four projects for this book.
Timber!!!
The first game is an addictive, fast-paced clone of the hugely successful Timberman. Our game, Timber!!!, will introduce us to all the beginner basics of C++ while we build a genuinely playable game. Here is what our version of the game will look like when we are done and we have added a few last-minute enhancements:
A video game with a person standing in front of trees Description automatically generatedFigure 1.1: Timber game
Timberman can be found at http://store.steampowered.com/app/398710/.
Pong
Pong was one of the first video games ever made. It is an excellent example of how the basics of game object animation, player input, and collision detection work. We will build a version of this simple retro game to explore the concept of classes and object-oriented programming. Here is what it will look like by the end of Chapter 7:
A black screen with white text Description automatically generatedFigure 1.2: Pong game
The player will use the bat at the bottom of the screen and hit the ball back to the top of the screen. If you are interested, find out about Pong’s history here: https://en.wikipedia.org/wiki/Pong.
Zombie Arena
Next, we will build a frantic, zombie survival shooter, not unlike the Steam hit Over 9,000 Zombies!, which you can find out more about at http://store.steampowered.com/app/273500/. The player will have a machine gun and must fight off ever-growing waves of zombies. All this will take place in a randomly generated, scrolling world:
A video game screen shot Description automatically generatedFigure 1.3: Zombie Arena game
To achieve this, we will learn about how object-oriented programming allows us to have a large code base (lots of code) that is easy to write and maintain. Expect exciting features such as hundreds of enemies, rapid-fire weaponry, pickups, and a character that can be leveled up after each wave.
Platform game
The final game is a platform game called Run. Run will be packed with more features enabled by the C++ skills we will have acquired and made easier by the great features of SFML. Take a look at the finished game below:
A video game with a person walking on a bridge Description automatically generatedFigure 1.4: Platform game
Features include a photo-realistic shader background, parallax scrolling cityscape, spatialized (directional) sound, mini-map, animated player character, rain weather effect, music, pop-up menu, and more. Best of all, the final game will have a reusable code structure that you can use to invent and add your own features to.
Why you should learn game programming using C++ in 2024
The title above could also have read, Why use game programming to learn C++…
, because C++, game programming, and beginners (in my view) are a perfect match. Let’s look at C++ in more detail while also staying focussed on games and beginners:
Speed: C++ is known for its high performance and efficiency. In game development, performance is important. C++ allows you to write code that can run close to the native languages of both the CPU and the GPU, making it well suited for anything demanding, which includes games. This is achieved because C++ is turned into native executable instructions. This is just what we need when coding games with hundreds, thousands, or even hundreds of thousands of entities in it. In the final chapter, Chapter 21, we will see how C++ can interact directly with the GPU using shader programs.
Cross-platform development: C++ works almost everywhere, meaning you can write code that can be compiled and run on various platforms without significant modifications. This book will focus on Windows but everything we learn and write in this book, with minor modifications, will work on macOS and Linux. C++ itself is also used extensively in next-gen console game development and can even be useful on mobile. Compiled means translating our C++ code into binary machine instructions for the CPU.
Lots of game engines and libraries: Many game engines and libraries are written in C++ or provide C++ APIs. Learning C++ gives you access to the widest range of tools and resources for game development, such as Unreal Engine, as well as the fastest and best graphics libraries like Vulcan, OpenGL, DirectX, and Metal, as well as physics libraries like Box2D, UI tools like IMGUI, and networking libraries for co-op and multiplayer like RakNet, Enet and SFML’s very own networking features.
Low-level control: C++ provides low-level control over hardware resources, which is crucial for optimizing game performance. In game development, you may need to manage memory, optimize rendering pipelines, and maintain control over the system your game is running on, and C++ offers the flexibility and power to do this. If managing memory and rendering pipelines sound ominous, then I can assure you that things will be fine. We introduce both these topics in a completely beginner-friendly manner in Chapters 10 and 21, respectively. Far from leaving you baffled, knowing how these powerful things can be controlled will leave you feeling powerful and in control of your programming destiny.
Documentation and support: There is a thriving community around C++ game development, with numerous resources, tutorials, and forums available to help you learn and troubleshoot issues. If you have a C++ problem, I can guarantee you are not the first and a quick web search will almost always yield a solution. ChatGPT is an ace C++ problem solver, too.
Learning C++ does have challenges but, taken a step at a time, is easily mastered. It is so rewarding to struggle over a problem and finally see it burst into an exciting gameplay feature when you get it right. Game development often involves seemingly difficult algorithms, data structures, and principles but C++ provides tools like the Standard Template Library (STL) and classes through object-oriented programming (OOP) to boil down complexity into manageable chunks. We will be covering OOP and STL in Chapters 6 and 10, respectively.
C++ is an industry standard: It is because of everything we have just discussed that C++ is widely used in the game development industry. Familiarity with C++ can make it easier to collaborate with other developers, understand existing code bases, switch between game engines, and secure highly paid jobs in the industry.
Critics will say that C++ can have a steeper learning curve compared to some other programming languages and that if you’re new to programming or game development, you might consider starting with a more beginner-friendly language like C# (for Unity development) or Python (for simple game projects) before diving into C++. There is some truth in this, but it is nowhere near as true as it used to be. C++ is constantly evolving, and numerous improvements to simplify learning and dramatically speed up development have been introduced in recent years. For example, new keywords like auto, intriguing-sounding logic operators like spaceship, as well as language constructs like lambdas, coroutines, and smart pointers, were introduced over the last 10 years, which dramatically simplify and speed up C++ development.
In summary, I would suggest that not learning C++ as a first language might be a mistake. And if you want to make learning as fun and rewarding as it possibly can get then learning with games is a no-brainer. Finally, if you want to be an indie game developer or work for a top game studio, unless you have some very specific other path in mind, C++ is the way to go.
But having just stated that C++ is so wonderful and has so many paths and libraries, why would we choose SFML?
SFML
SFML is the Simple Fast Media Library. It is not the only C++ library for games and multimedia. It is possible to make an argument to use other libraries, but SFML seems to come through for me every time. Firstly, it is written using object-oriented C++. The benefits of object-oriented C++ are numerous, and you will experience them as you progress through this book.
SFML is also easy to get started with and is therefore a good choice if you are a beginner, yet at the same time, it has the potential to build the highest quality 2D games if you are a professional. So, a beginner can get started using SFML and not worry about having to start again with a new language/library as their experience grows. And if you want to build 3D games, C++ and SFML is a great introduction before moving on to Unreal Engine. As an aside, you can build 3D games with SFML and OpenGL but most SFML libraries are focused on 2D, as is this book.
Perhaps the biggest benefit is that most modern C++ programming uses OOP. Every C++ beginner’s guide I have ever read uses and teaches OOP. OOP is the future (and the now) of coding in almost all languages, in fact. So why, if you’re learning C++ from the beginning, would you want to do it any other way?
SFML has a library for just about anything you would ever want to do in a 2D game. SFML works using OpenGL, which can also make 3D games. OpenGL is the de facto free-to-use graphics library for games when you want it to run on more than one platform. When you use SFML, you are automatically using OpenGL.
SFML allows you to create the following:
2D graphics and animations, including scrolling game worlds.
Sound effects and music playback, including high-quality directional sound.
Input handling with a keyboard, mouse, and gamepad.
Online multiplayer features.
The same code can be compiled and linked on all major