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 copy constructors


Copy constructors are used to copy one object to another. C++ provides us with a default copy constructor, but it is not recommended. We should write our own copy constructor for better coding and organizing practices. It also minimizes crashes and bugs that may arise if we use the default copy constructor provided by C++.

Getting ready

You need to have a working copy of Visual Studio installed on your Windows machine.

How to do it…

In this recipe, we will see how easy it is to write a copy constructor:

  1. Open Visual Studio.

  2. Create a new C++ project.

  3. Select Win32 Console Application.

  4. Add source files called Source.cpp and Terrain.h.

  5. Add the following lines of code to Terrain.h:

    #pragma once
    #include <iostream>
    
    using namespace std;
    class CTerrain
    {
    public:
      CTerrainCTerrain();
      ~CTerrain();
    
      CTerrain(const CTerrain &T)
      {
        cout << "\n Copy Constructor";
      }
      CTerrain& operator =(const CTerrain &T)
      {
        cout << "\n Assignment Operator...