Game Programming in C++: Start to Finish

game programming in C++: start to finish
My name is Erik Yuzwa and I run an independent computer games development company, Wazoo Enterprises Inc. With the help of some fine folks at Delmar Cengage Learning, I’ve published “Game Programming in C++: Start to Finish”. Click here to buy it now or read more details below.

Game Programming in C++: Start To Finish

The C++ language is a strong and viable option for any stripe of game developer today, whether they be interested in producing their own games on a PC or MAC desktop or console platform like the Sony Playstation3 and XBox360. For a new game developer, the language and process can be tricky to learn and you may not know where to begin.

This book is written as an easy-to-follow guide to using the C++ language for game development. It is a step-by-step resource for learning the basics behind putting your own game together on the Windows platform using C++, the Simple DirectMedia Layer (eg. SDL) and the popular graphics library, OpenGL.

My C++ Background

I wrote a series of articles on game development for the popular game developer website gamedev.net.

During 2004 I also approached the University of Calgary’s Continuing Education department about a game development focused course, and won approval for running 3 semesters of “PC Game Programming 101″ where I taught my students the basic concepts of game development using C++.

I don’t like to play any internet marketing sales games. It is misleading and disrespectfull of you. There is no long sales letter, no fake amped hype and no hard sell pitches. My book is 100% content. No catches and no attempts inside the book of trying to sell you a bigger product.

Don’t just take it from me, what do readers say about the book?

why you must learn game development

Ever since I was in Junior High I was fascinated by computer games. I really wanted to learn more about game development, but at the time everything was done in pure assembler. The only resources I could find at the time were the issues of “Compute!” Magazine, but they too would just print page after page of pure assembler. Since those days, computer game consumption has skyrocketed and continues to climb.

Market analysts predict strong growth over the next 5+ years in the realm of desktop and mobile game playing with an estimation of $48.9 billion by 2011.

Table of Contents

The book is 392 pages in total and contains a lot of theory, explanations and sample code.
Here’s the table of contents:

  • Chapter 1:Game Technologies
  • Chapter 2:Design Fundamentals
  • Chapter 3:Introduction to SDL and Windows
  • Chapter 4: Introduction to the Peon Engine
  • Chapter 5: Game Programming Mathematics
  • Chapter 6: Creating an OpenGL Renderer
  • Chapter 7: More OpenGL Techniques
  • Chapter 8: Scene Geometry Management
  • Chapter 9: Graphics Timebox
  • Chapter 10: Working With Input Devices
  • Chapter 11: Working With Sound
  • Chapter 12: Input and Sound Timebox
  • Chapter 13: Collision Detection and Physics Techniques
  • Chapter 14: Introduction to Networking
  • Chapter 15: Networking Timebox
  • Chapter 16: Introduction to Models
  • Chapter 17: Animation and Special Effects
  • Chapter 18: Introduction to the OpenGL Shading Language (GLSL)
  • Chapter 19: Introduction to Scripting
  • Chapter 20: Polish Timebox
  • Chapter 21: Finishing Tips and Tricks

Buy my book now by clicking the button below. Thanks very much for the support.