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  <titleInfo>
    <title>Beginning C++ game programming</title>
    <subTitle>learn to program with C++ by building fun games</subTitle>
  </titleInfo>
  <name type="personal">
    <namePart>Horton, John</namePart>
    <namePart type="date">1971-</namePart>
    <role>
      <roleTerm authority="marcrelator" type="text">creator</roleTerm>
    </role>
  </name>
  <typeOfResource>text</typeOfResource>
  <genre authority="marc">index</genre>
  <originInfo>
    <place>
      <placeTerm type="code" authority="marccountry">enk</placeTerm>
    </place>
    <place>
      <placeTerm type="text">Birmingham</placeTerm>
    </place>
    <publisher>Packt Publishing</publisher>
    <dateIssued>2019</dateIssued>
    <edition>2nd ed.</edition>
    <issuance>monographic</issuance>
  </originInfo>
  <language>
    <languageTerm authority="iso639-2b" type="code">eng</languageTerm>
  </language>
  <physicalDescription>
    <form authority="marcform">print</form>
    <extent>715 p. : ill. ; 24 cm.</extent>
  </physicalDescription>
  <tableOfContents>Preface -- Chapter 1: C++, SFML, Visual Studio, and Starting the First Game -- Chapter 2: Variables, Operators, and Decisions -- Animating Sprites -- Chapter 3: C++ Strings and SFML Time -- Player Input and HUD -- Chapter 4: Loops, Arrays, Switch, Enumerations, and Functions -- Implementing Game Mechanics -- Chapter 5: Collisions, Sound, and End Conditions-Making the Game Playable -- Chapter 6: Object-Oriented Programming-Starting the Pong Game -- Chapter 7: Dynamic Collision Detection and Physics-Finishing the Pong Game --  Chapter 8: SFML Views-Starting the Zombie Shooter Game -- Chapter 9: C++ References, Sprite Sheets, and Vertex Arrays -- Chapter 10: Pointers, the Standard Template Library, and Texture Management -- Chapter 11: Collision Detection, Pickups, and Bullets -- Chapter 12: Layering Views and Implementing the HUD -- Chapter 13: Sound Effects, File I/O, and Finishing the Game -- Chapter 14: Abstraction and Code Management-Making Better Use of OOP -- Chapter 15: Advanced OOP-Inheritance and Polymorphism -- Chapter 16: Building Playable Levels and Collision Detection -- Chapter 17: Sound Spatialization and the HUD -- Chapter 18: Particle Systems and Shaders -- Chapter 19: Game Programming Design Patterns-Starting the Space Invaders ++ Game -- Chapter 20: Game Objects and Components -- Chapter 21: File I/O and the Game Object Factory -- Chapter 22: Using Game Objects and Building a Game -- Chapter 23: Before You Go .. -- Other Books You May Enjoy -- Index</tableOfContents>
  <note type="statement of responsibility">John Horton</note>
  <note>Includes index.

</note>
  <subject authority="lcsh">
    <topic>C++ (Computer program language)</topic>
  </subject>
  <subject authority="">
    <topic>Video games</topic>
    <topic>Programming</topic>
  </subject>
  <classification authority="lcc">QA76.73.C153 .H67 2019</classification>
  <identifier type="isbn">9781838648572</identifier>
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    <recordCreationDate encoding="marc">230420</recordCreationDate>
    <recordChangeDate encoding="iso8601">20230421112007.0</recordChangeDate>
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      <languageTerm authority="iso639-2b" type="code">eng</languageTerm>
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