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  • Book Overview & Buying C++ Game Development Cookbook
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C++ Game Development Cookbook

C++ Game Development Cookbook

By : Druhin Mukherjee
3.2 (5)
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C++ Game Development Cookbook

C++ Game Development Cookbook

3.2 (5)
By: Druhin Mukherjee

Overview of this book

C++ is one of the preferred languages for game development as it supports a variety of coding styles that provides low-level access to the system. C++ is still used as a preferred game programming language by many as it gives game programmers control of the entire architecture, including memory patterns and usage. However, there is little information available on how to harness the advanced features of C++ to build robust games. This book will teach you techniques to develop logic and game code using C++. The primary goal of this book is to teach you to create high-quality games using C++ game programming scripts and techniques, regardless of the library or game engine you use. It will show you how to make use of the object-oriented capabilities of C++ so you can write well-structured and powerful games of any genre. The book also explores important areas such as physics programming and audio programming, and gives you other useful tips and tricks to improve your code. By the end of this book, you will be competent in game programming using C++, and will be able to develop your own games in C++.
Table of Contents (15 chapters)
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14
Index

Using synchronized simulation

In a multiplayer game, there may be hundreds or thousands of computers connected at the same time. All of the computers will have different configurations. Speed will vary on all these computers. So the questions is, how do we synchronize the clock over all these systems so that they are all in sync?

Getting ready

To work through this recipe, you will need a machine running Windows and Visual Studio.

How to do it…

In this recipe, we will look at, from a theoretical perspective, the two ways to synchronize clocks.

Take a look at the following pseudocode:

  • Method 1
    1. Send a message to UserA. Note the time till he receives the message.
    2. Send a message to UserB. Note the time again.
    3. Calculate the median based on the values to decide an update time for updating the clock for both computers.
  • Method 2
    1. Let the server do most of the calculations.
    2. Let the client do some local calculations.
    3. When the client receives the update from the server, then either correct its mistakes or...
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C++ Game Development Cookbook
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