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  • The Fundamentals of C/C++ Game Programming: Using Target-based Development

    The Fundamentals of C/C++ Game Programming by Beuken, Brian;

    Using Target-based Development

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      • Publisher's listprice GBP 61.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        30 592 Ft (29 135 Ft + 5% VAT)
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    30 592 Ft

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    Product details:

    • Edition number 2
    • Publisher CRC Press
    • Date of Publication 28 November 2025

    • ISBN 9781032863801
    • Binding Paperback
    • No. of pages464 pages
    • Size 254x178 mm
    • Weight 453 g
    • Language English
    • Illustrations 66 Illustrations, black & white; 86 Illustrations, color; 45 Halftones, black & white; 84 Halftones, color; 20 Line drawings, black & white; 3 Line drawings, color
    • 700

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    Short description:

    This book gives novice coders an understanding of the methods and techniques used in professional games development. Projects are designed to help develop and strengthen problem solving and basic C/C++ skills. The book also helps to develop familiarity with Microsoft Visual Studio's ability to target and use fixed/restricted hardware.

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    Long description:

    This book gives novice coders an understanding of the methods and techniques used in professional games development. Projects are designed to help develop and strengthen problem solving and basic C/C++ skills. The book also helps to develop familiarity with Microsoft Visual Studio's ability to target and use fixed/restricted hardware, which are key skills in console development.


    The book allows readers to increase their confidence as game programmers by walking them through increasingly involved game concepts, while maintaining the understanding that despite the increased complexity, the core methods remain consistent with the advancement of the technology. It also demonstrates underlying principles and some pitfalls, of game coding in practical step by step ways to increase exposure and confidence in game coding concepts and technical advances.


    This second edition has been fully updated in line with recent hardware changes, with new and updated cross platform code examples hosted at the companion website, which can also be compiled and run on a standard Windows PC, without a target system if the user does not have one readily available.


    This book will be useful to all novice coders looking to learn the fundamentals of C/C++ game programming.

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    Table of Contents:

    Brian Beuken Who is He?, Chapter 1 Getting Started, Chapter 2 Getting our Target ready, Chapter 3 Using the Target, Chapter 4 Putting it all together, Chapter 5 Finally Our 1st Games, Chapter 6 A new 3rd Dimension, Chapter 7 Space the final frontier, Chapter 8 Recognisable environments, Chapter 9 Let’s go indoors, Chapter 10 Graphics need a boost, Chapter 11 Populating the world, Chapter 12 Some advanced stuff, The End is Near!

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