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

Using local perception filter


This is yet another method to combat lag in networked games. This entire concept is mathematically based on the concept of perception. The basis of it is that if objects update and render correctly locally to a player, then we can create an illusion of realism, hence the name local perception filter.

Getting ready

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

How to do it…

In this recipe, we will understand the theoretical concept of how easy it is to implement bullet time. Take a look at the following pseudocode:

  1. Calculate the velocity local to the player.

  2. Accelerate the bullet when it starts and slow it down as it reaches the remote player.

  3. From the remote player's point of view, the bullet should appear to have been shot at a higher speed than normal speed and then slow down to normal.

How it works…

Local perception filters are also called bullet time, and were used for the first time in the movie The Matrix. Since then, they have been used...