Build high-performance game systems using C++ and DS&A.
Key Benefits
What You'll Learn
Audience
This book is for junior game developers, hobbyists, and computer science students entering game development, as well as C++ programmers looking to strengthen their skills. While some familiarity with C++ is helpful, the examples are explained step by step to remain approachable. Whether you're starting out or reinforcing your skills before diving into game engines down the road, this book offers a clear and practical foundation to make you a more effective developer, regardless of which tools you choose later.
Develop the hands-on skills to overcome common game dev hurdles and deliver polished, high-performance results.
Struggling to manage hundreds of visual elements at once?
This book teaches you how to use scene graph architecture to structure your visuals intelligently. Keep your render loop clean and your UI layers organized, no matter how complex your scene becomes.
Want your game to shimmer with magic, fire, snow, or explosions?
Learn how to harness particle systems to produce spectacular effects that scale beautifully, perform well, and bring your game to life.
Struggling with 3D surfaces that look flat and lifeless?
Discover how normal mapping can add depth, texture, and realism to your models without increasing polygon counts. Learn the technique used in top-tier games to deliver visual fidelity efficiently.
Large terrains hurting your frame rate?
You’ll learn how to apply quad-tree structures to render only what the camera sees, improving performance without sacrificing scale.
Tired of inefficient or clunky shuffle logic?
Discover a shuffling algorithm designed to minimize memory usage and keep operations fast — ideal for games with inventory systems, loot drops, or procedural content.
Zhen Yu George Li
Charles Shih-I Yeh
Dr. E. Wyn Roberts, M.A. Ph.D (Cantab.), Emeritus Professor of Linguistics, Simon Fraser University, Burnaby, Canada
“This book is designed for independent developers, company training, and post-secondary reference use. The knowledge presented herein is most intelligently, clearly, and effectively presented so as to be as efficiently applicable and pedagogically effective as possible on any device or platform, producing high-quality games, accessories, and edits.
This volume will certainly stand the test of time and fulfill the majority of the needs of those working in the field of gaming. However, I am certain that George and Charles, working together, will make further, very crucial contributions to this topic.
Until then, this volume will serve you excellently, helping you enjoy and prosper with your future activities and products.”
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FAQs
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Yes, all our content is DRM free
You can purchase a print book directly from Packt

