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C++ for Game Programmers

ISBN-10: 1584502274
ISBN-13: 9781584502272
Edition: 2003
Authors: Noel Llopis
List price: $49.95
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Description: C++ is the primary language used in game development; however, game programming has a unique set of challenges, which general application development techniques and recommendations don't apply to. Written to address this issue, C++ for Game  More...

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Book details

List price: $49.95
Copyright year: 2003
Publisher: Charles River Media
Publication date: 4/12/2003
Binding: Paperback
Pages: 412
Size: 7.50" wide x 9.25" long x 1.25" tall
Weight: 1.980
Language: English

C++ is the primary language used in game development; however, game programming has a unique set of challenges, which general application development techniques and recommendations don't apply to. Written to address this issue, C++ for Game Programmers provides practical suggestions for what C++ features to use in game development and why. Many of the misconceptions of C++ are clarified, and programmers learn the most effective methods for using the language to create games. This is primarily a book about ideas and concepts: it is not just a source of C++ code to use in your game project. Instead, C++ for Game Programmers covers how things work from a game-development perspective, and provides practical rules to follow. It points out the most effective C++ practices and steers developers away from the potentially dangerous ones. It describes common C++ techniques to solve specific problems faced by most developers, and focuses on techniques that have been proven in real games. Additionally, specific new technologies such as STL are covered in detail, along with the challenges specific to different platforms such as PCs or game consoles. The techniques presented apply to all aspects of game programming, including graphics, physics, and AI. C++ for Game Programmers is the perfect resource for game programmers looking to perfect their C++ skills, and experienced programmers interested in entering the game industry. Graphics, embedded systems, and real-time systems programmers facing the same challenges as game programmers will also benefit from the ideas and techniques covered.

Acknowledgments
Introduction
Why This Book?
C++ for Game Development
Audience
Some Ground Rules
Source Code
Tapping the Power of C++
Inheritance
Classes
Inheritance
Polymorphism and Virtual Functions
To Inherit or Not to Inherit?
When to Use and When to Avoid Inheritance
Inheritance Implementation (Advanced)
Cost Analysis (Advanced)
Alternatives (Advanced)
Program Architecture and Inheritance (Advanced)
Conclusion
Suggested Reading
Multiple Inheritance
Using Multiple Inheritance
Multiple Inheritance Problems
Polymorphism
When to Use Multiple Inheritance and When to Avoid It
Multiple Inheritance Implementation (Advanced)
Cost Analysis (Advanced)
Conclusion
Suggested Reading
Constness, References, and a Few Loose Ends
Constness
References
Casting
Conclusion
Suggested reading
Templates
The Search for Generic Code
Templates
Drawbacks
When to Use Templates
Template Specialization (Advanced)
Conclusion
Suggested Reading
Exception Handling
Dealing with Errors
Using Exceptions
Exception-Safe Code
Cost Analysis
When to Use Exceptions
Conclusion
Suggested Reading
Performance and Memory
Performance
Performance and Optimizations
Function types
Inlining
More Function Overhead
Avoiding Copies
Constructors and Destructors
Data Caches and Memory Alignment (Advanced)
Conclusion
Suggested Reading
Memory Allocation
The Stack
The Heap
Static Allocation
Dynamic Allocation
Custom Memory Manager
Memory Pools
In Case of Emergency ...
Conclusion
Suggested reading
Standard Template Library--Containers
STL Overview
To STL, or Not to STL?
Sequence Containers
Associative Containers
Container Adaptors
Conclusion
Suggested reading
STL--Algorithms and Advanced Topics
Function Objects (Functors)
Algorithms
Strings
Allocators (Advanced)
When STL Is Not Enough (Advanced)
Conclusion
Suggested Reading
Special Techniques
Abstract Interfaces
Abstract Interfaces
General C++ Implementation
Abstract Interfaces as a Barrier
Abstract Interfaces as Class Characteristics
All that Glitters is Not ...
Conclusion
Suggested Reading
Plug-Ins
The Need for Plug-Ins
Plug-In Architecture
Putting It All Together
Plug-Ins in the Real World
Conclusion
Suggested Reading
Runtime Type Information
Working Without RTTI
Uses and Abuses of RTTI
Standard C++ RTTI
Custom RTTI System
Conclusion
Suggested Reading
Object Creation and Management
Object Creation
Object Factories
Shared Objects
Conclusion
Suggested Reading
Object Serialization
Game Entity Serialization Implementation
Putting It All Together
Conclusion
Suggested Reading
Dealing with Large Projects
Logical vs. Physical Structure
Classes and Files
Header Files
Libraries
Configurations
Conclusion
Suggested Reading
Crash-Proofing Your Game
Using Asserts
Keep the Machine Fresh
Deal with 'Bad' Data
Conclusion
Suggested Reading
About the CD-ROM
Index

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