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

Dealing with lag


One of the major problems that occurs in a networked game is latency or lag. When two players are playing against each other, and one is on a high-speed network and the other is on a very low-speed network, how do we update the data? We need to update it in such a way that it looks normal to both players. No player should get an undue advantage because of this situation.

Getting ready

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

How to do it…

In this recipe, you will see a few techniques for countering lag.

Generally, a networked game will have the following update loop. We need to figure out, from the loop structure, what is the best way to counter lag:

read_network_messages()
    read_local_input()
    update_world()
    send_network_updates()
    render_world()

How it works…

In most computer games, when networking is implemented, a specific type of client-server architecture is chosen. Often, an authoritative server is chosen. This means...