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C++ for Game Programmers

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ISBN-10: 1584504528

ISBN-13: 9781584504528

Edition: 2nd 2007 (Revised)

Authors: Michael Dickheiser, Mike Dickheiser

List price: $49.95
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C++ for Game Programmers, Second Edition is a completely updated and expanded edition of this best-selling reference. Written for experienced C++ programmers entering the game industry and seasoned game programmers looking for ways to improve their skills, this book teaches how to use C++ efficiently for game development. The book covers essential areas of C++ that are critical to developing peak performing games with solid memory management. It explains how to use the STL, particularly as it relates to specific consoles, and this new edition includes three completely new chapters on scripting languages, advanced serialization, and advanced memory management. The techniques presented apply…    
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Book details

List price: $49.95
Edition: 2nd
Copyright year: 2007
Publisher: Charles River Media
Publication date: 10/24/2006
Binding: Mixed Media
Pages: 500
Size: 7.50" wide x 9.40" long x 1.00" tall
Weight: 1.958
Language: English

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