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Today's Game Career Guide feature highlights the Introducing Object-Oriented Programming chapter in an excerpt from Creating Games in C++: A Step-by-Step Guide.

Simon Carless, Blogger

August 18, 2006

1 Min Read

Today's Game Career Guide feature highlights the Introducing Object-Oriented Programming chapter in an excerpt from Creating Games in C++: A Step-by-Step Guide. Published by New Riders and distributed through Peachpit Press, the book introduces the tools of the trade and basic concepts for getting started programming with C++ for games. Author David Conger introduces object-oriented programming in the following extract: "To define our own types to represent things we need in games, we use a technique called object-oriented programming. In object-oriented programming, you define your types to represent anything you want. When you declare a variable of that type, you are said to be creating a software object. The objects you create can be anything in the real world or anything you can imagine. If you want to define an object to represent dragons, you can. If you need an object to represent walls, cars, feet, or trees, you can define those too. Anything can become objects in software—you're limited only by your own imagination." You can read the full Game Career Guide feature on the excerpt to walk through numerous examples of object-oriented programming (no registration required, please feel free to link to this feature from external websites).

About the Author(s)

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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