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Practical C++ Game Programming with Data Structures and Algorithms

You're reading from   Practical C++ Game Programming with Data Structures and Algorithms Write high-performance code and solve game development challenges with expert-led C++ solutions

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Product type Paperback
Published in Jun 2025
Publisher Packt
ISBN-13 9781835889862
Length 408 pages
Edition 1st Edition
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Authors (2):
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Zhenyu George Li Zhenyu George Li
Author Profile Icon Zhenyu George Li
Zhenyu George Li
Charles Shih-I Yeh Charles Shih-I Yeh
Author Profile Icon Charles Shih-I Yeh
Charles Shih-I Yeh
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Toc

Table of Contents (18) Chapters Close

Preface 1. Part 1: Data Structure and Algorithm Fundamentals
2. Gearing Up: C++ for Game Development FREE CHAPTER 3. Data Structures in Action: Building Game Functionality 4. Algorithms Commonly Utilized in Game Development 5. Part 2: Graphics Algorithms in Practice
6. 2D Rendering and Effects 7. The Camera and Camera Controls 8. 3D Graphics Rendering 9. Rendering a 3D Game World 10. Part 3: Breathing Life into Your Games
11. Animating Your Characters 12. Building AI Opponents 13. Machine Learning Algorithms for Game AI 14. Part 4: Reflecting and Moving Forward
15. Continuing Your Learning Journey 16. Other Books You May Enjoy
17. Index

Rendering a 3D Game World

Building a visually convincing 3D game world involves more than just displaying a single 3D model. It incorporates the player character, multiple NPCs, a terrain or level map, lighting, shadows, effects such as particle systems, and immersive backgrounds like the sky or distant landscapes.

The challenge comes not just from making these elements look good but from rendering them efficiently, so the game remains smooth, even in large or complex scenes.

This chapter explores several crucial 3D rendering techniques and shows how to integrate them into a coherent game scene.

In this chapter, we’ll cover the following main topics:

  • Rendering imposters (billboards)
  • Rendering visual effects with particle systems
  • Multi-pass rendering effects
  • Creating a large outdoor landscape

By the end of the chapter, you will be able to render a complete game world with terrain, skybox, player and NPCs, and scene props (like...

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