
C++ Game Development from the Ground Up
Build a 2D Action Game with AI Enemies and Procedural DungeonsBy Lydia UnderwoodLength6h 57m
About this audiobook
C++ game development game engine programming from first principles. Build games in C++ from the ground up with real, runnable code. This practical guide teaches you the game loop, rendering, physics, and entity systems—no fluff, just hands-on coding. Whether you are a beginner or a pro, you will learn to create performant games using modern C++. Unlike C# 12 and .NET 8 – Modern Cross-Platform Development Fundamentals or C#.Net (Quick Study Computer), which focus on web and cross-platform services, this book dives deep into game-specific architecture. Master memory management, collision detection, and sprite rendering. Each chapter builds on the last, culminating in a complete 2D game. Start coding today and transform your ideas into playable software. Lydia Underwood and [placeholder] deliver a no-nonsense approach to game development.
This hands-on C/C++/C#/.NET guide is written to be used at the keyboard: every concept is paired with something you can run, adapt, and keep. You move from first principles to real, working results, with the common errors and fixes called out along the way so you are never stuck for long.
This hands-on C/C++/C#/.NET guide is written to be used at the keyboard: every concept is paired with something you can run, adapt, and keep. You move from first principles to real, working results, with the common errors and fixes called out along the way so you are never stuck for long.
This hands-on C/C++/C#/.NET guide is written to be used at the keyboard: every concept is paired with something you can run, adapt, and keep. You move from first principles to real, working results, with the common errors and fixes called out along the way so you are never stuck for long.
Audiobook details
GenreTechnology
Length6 hrs 57 mins
Narrated byListen with 1,000+ voices
FormateBook with Audio
LanguageEnglish
Table of contents
1Introduction
12Chapter 9 — Procedural Dungeon Generation
2C++ Game Development from the Ground Up
13Chapter 10 — Enemy AI – Basic Chase and Spawn Systems
3Preface
14Chapter 11 — Advanced AI – State Machines and Behavior Trees
4Chapter 1 — Setting Up Your Professional C++ Game Development Environment
15Chapter 12 — Tilemaps and Camera Scrolling
5Chapter 2 — The Game Loop and Input – Making a Rectangle Move
16Chapter 13 — Data-Driven Design – Using Configuration Files
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6Chapter 3 — Sprites and Animation – Bringing the Player to Life
17Chapter 14 — Difficulty Scaling and Wave Systems
7Chapter 4 — Collision Detection – Adding Enemies and Hazards
18Chapter 15 — User Interfaces – Menus, HUD, and Game Over Screens
8Chapter 5 — Entity Management with a Simple ECS
19Chapter 16 — Save/Load with Serialization
9Chapter 6 — Shooting and Bullet Systems
20Chapter 17 — Multiplayer Networking – Adding Co-op Support
10Chapter 7 — Visual Juice – Particles, Screen Shake, and Effects
21Chapter 18 — Packaging, Publishing, and Building a Portfolio
11Chapter 8 — Audio Integration – Sound Effects and Music
22About the Author