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

Introduction


Artificial intelligence (AI) can be defined in many ways. Artificial intelligence deals with finding similarities in different situations and differences in similar situations. AI can help to bring realism to a game. The user playing the game should feel that that entity that they are competing against is another human. Achieving this is extremely difficult and can consume a lot of processing cycles. In fact, there is a turing test held every year to determine whether an AI can fool other humans into believing that it is human. Now, if we use a lot of processing cycles for the AI, then executing the game at above 40 FPS can become extremely difficult. Hence we need to write efficient algorithms to achieve this.