
Learning C++ by Building Games: Learn C++ from Scratch & Build Games using SDL 3 and AI
Author(s): John Horton (Author)
- Publisher: Independently published
- Publication Date: 27 May 2026
- Language: English
- Print length: 427 pages
- ISBN-10: B0H376GKW9
- ISBN-13: 9798198908499
Book Description
If you’ve never written a line of code in your life, you’re in exactly the right place. If you already know some C++ but want to start building games, you’re also in the right place.
C++ has a reputation for being difficult to learn. Usually that’s because it’s taught in the abstract — syntax first, real programs later. This book takes the opposite approach.
Every concept is introduced because a game needs it.
You will write real, running programs from the very first chapters:
- a bouncing ball
- a single Space Invader enemy
- particle systems
- animated characters
- arcade shooters
- Snake
- Asteroids
- and finally a complete top-down roguelike with procedural dungeon generation, enemies, pickups, combat, and game systems built across multiple chapters
By the end of the book, you will understand modern C++ well enough to design and build complete 2D games of your own.
What makes this book different
This is not a book full of disconnected syntax examples. Every theory chapter is followed by a complete SDL 3 project that immediately puts the ideas into practice. You do not spend hundreds of pages waiting to build something interesting — you build continuously from the beginning.
The book is organized into three acts and a final project across 30 chapters.
Act 1 — The Foundations
Learn the core language through practical game projects: variables and structs, flow control, loops, and functions. Act 1 ends with a complete shooter featuring player movement, enemy pools, lasers, collision detection, scoring, lives, and a restart/game-over system.
Act 2 — Building Bigger
Learn how larger C++ programs are structured: pointers and smart pointers, vectors and containers, classes and object-oriented programming, and inheritance and polymorphism. Projects include particle systems, loot grids, animated characters, and progressively evolving game architectures.
Act 3 — The Wider World
Explore the broader C++ ecosystem, AI-assisted development, and professional game programming patterns. You will also build Snake, Asteroids, AI-assisted prototype projects, component-based systems, and the data-locality driven designs used in real engines.
Final Project — A Complete Roguelike
The final chapters combine everything from the book into a complete SDL 3 roguelike, developed step-by-step across three chapters: procedural dungeon generation, monsters and combat, pickups and progression, and turn-based gameplay systems. All major projects include complete working source code.
AI-assisted programming, taught carefully
Every chapter includes an AI exercise. These are not prompts to blindly generate code — they teach you to read AI-generated code critically, understand every line, identify mistakes, and use AI tools responsibly as part of a real development workflow. Learning to work effectively with AI is a skill, and this book treats it as one.
Who this book is for
- complete beginners with no prior programming experience
- programmers coming from other languages
- aspiring indie game developers
- anyone who wants to learn modern C++ by building real projects instead of isolated exercises
Technical details
- Modern C++ (C++17 and later)
- SDL 3
- Visual Studio 2026 Community Edition setup covered step-by-step
- Windows-focused, with SDL 3 cross-platform concepts throughout
- 30 chapters across three acts and a final project
- Complete working source code included in text and on GitHub
Wow! eBook


