Book Image

C++ Game Development Cookbook

By : Druhin Mukherjee
Book Image

C++ Game Development Cookbook

By: Druhin Mukherjee

Overview of this book

<p>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.</p> <p>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.</p> <p>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++.</p>
Table of Contents (20 chapters)
C++ Game Development Cookbook
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Receiving the data


After we have correctly set up the sockets and sent the data, the next step is to receive the data. Receiving data is pretty simple and just involves a few lines of code.

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 see how easy it is to receive data over the network. There are two ways to do it, either by using the recv function or by using the recvfrom function:

#define WIN32_LEAN_AND_MEAN

#include <winsock2.h>
#include <Ws2tcpip.h>
#include <stdio.h>

// Link with ws2_32.lib
#pragma comment(lib, "Ws2_32.lib")

#define DEFAULT_BUFLEN 512
#define DEFAULT_PORT "27015"

int __cdecl main() {

  //----------------------
  // Declare and initialize variables.
  WSADATA wsaData;
  int iResult;

  SOCKET ConnectSocket = INVALID_SOCKET;
  struct sockaddr_in clientService;

  char *sendbuf = "this is a test";
  char recvbuf[DEFAULT_BUFLEN];
  int recvbuflen = DEFAULT_BUFLEN...