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Introduction to Game Programming with C++

Introduction to Game Programming with C++Chapter 1: Mathematics-The Language of Numbers - This ebook is about C++ game programming, and from its title we can conclude two things: a) I shall be explaining C++, and b) I shall be explaining C++ in the context of games.
Chapter 2: Algebra - This book covers algebra insofar as will generally be helpful in programming, but the reader should be aware that algebra is so broad a field I cannot hope to summarize or condense the entire subject into a single chapter.
Chapter 3: The Pictures of Mathematics - This chapter harnesses knowledge from previous chapters and examines specifically how mathematics relates to space, shapes, movement, and distance.
Chapter 4: C++ and Programming - explained how to obtain an IDE, namely Visual Studio .NET, Code::Blocks, and Dev C++.
Chapter 5: The Basics of C++ - This chapter examines the basics of C++ with the assumption that the reader is in possession of at least one of these IDEs, or some other appropriate IDE.
Chapter 6: Variables, Constants, and Arrays - This chapter examines variables and constants and considers their importance to programming.
Chapter 7: Controlling Program Flow - This chapter naturally extends from those topics and examines how the program can make decisions based upon the values of variables and constants.
Chapter 8: Pointers - This chapter takes data a step further in C++ as we explore pointers.
Chapter 9: Functions - This chapter explores another fundamental concept-functions.
Chapter 10: Data Structures and Classes - This chapter builds upon the content from previous chapters, specifically variables, pointers, and functions.
Chapter 11: Memory Allocation and Strings
Chapter 12: File I/O and Command-Line Arguments - This chapter brings an element of completeness to our exploration of C++.
Chapter 13: Algorithms - This chapter concludes this book's examination of C++ as a language before progressing to more specialized game related topics.
Chapter 14: Game Programming - From this chapter onward, this book considers C++ in the context of games only rather than the language and its general applications.
Chapter 15: 2D Games and ClanLib - This chapter and several that follow examine game development in terms of 2D games.
Chapter 16: ClanLib-Core Classes - This chapter takes a closer look at ClanLib and examines specifically how it can be used to render all kinds of images onto the display.
Chapter 17: ClanLib-Scene Management - This chapter focuses on scene management, the subject of controlling and managing all the objects and events that occur within a game.
Chapter 18: 3D Games and OGRE 3D - The subject of this chapter and the next is 3D games, and specifically how 3D games are implemented using another SDK called OGRE.
Chapter 19: Exploring OGRE 3D - This chapter takes a closer look at OGRE 3D and its architecture for the purposes of developing more advanced 3D applications.
Chapter 20: Other Gaming Libraries-Install and Sound - This chapter concentrates on other aspects of game programming, specifically sound and music.
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