Learn C++ game programming through real-world demos of AI systems, animation, and rendering to build scalable, high-performance games using patterns you can reuse across any game engine
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Creating responsive, intelligent games takes more than just following engine tutorials. It requires solving real development challenges with practical, efficient code. This book bridges theory and practice with proven algorithms and techniques grounded in real-world production needs, emphasizing clean, portable C++ implementations.
Starting with raylib and the custom Knight engine layer, you’ll be introduced to a simple object-oriented scene and game object system. From there, you'll build responsive gameplay systems using essential data structures and algorithms, progressing through 2D rendering, collision detection, effects, and camera control before advancing to 3D graphics environments built using shaders, lighting, quad-tree terrain, and dynamic camera setups.
You’ll animate characters using skeletal rigs, interpolation, and inverse kinematics for fluid movement and then develop game AI using FSMs, behavior trees, A* pathfinding, and steering behaviors. The book also covers neural networks, exploring their underlying theories, training processes, and tools. Throughout, the code is written in legacy-compatible C++ to ensure broad support across platforms and compilers.
By the end, you’ll have gained the skills to build game systems that not only work but also scale, perform, and adapt like professional-grade code.
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.
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Zhenyu George Li is a veteran software engineer and passionate game developer with over 20 years in the industry. As a Senior Development Software Engineer at Unity, he advances tools and workflows that power modern games. His career spans commercial titles such as Sandbox, Halo Infinite, Magic Arena, Stela, Dead Rising 2, and The Bigs 2. With expertise in engines, AI, graphics, animation, physics, networking, and UI, he brings broad technical depth. George has also taught Unreal Engine, programming, and software engineering at institutions including Vancouver Film School, sharing his knowledge with future developers.
Charles Shih-I Yeh studied computer science at the University of Southern California and began his career in games in the early 2000s. He has built proprietary engines, developed DCC tools to optimize pipelines, and designed gameplay mechanics, multiplayer systems, and tournament services for MMORPGs. Dedicated to education, Charles has lectured on game programming at several universities. He is the author of two game design books and the official Mandarin translator of several well-known programming titles, including Game Programming Gems IV.
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