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 a Binary Space Partition Tree


Sometimes in games we work with a lot of geometry and huge 3D worlds. If our game camera was to render all of it all the time, then it would be extremely expensive and the game would not be able to run smoothly at higher frame rates. Hence we need to write intelligent algorithms so that the world is divided into more manageable chunks that can be traversed easily using a tree structure.

Getting ready

You need to have a working Windows machine and a working copy of Visual Studio.

How to do it…

Add a source file called Source.cpp. Then add the following code to it:

sNode(elemVec& toProcess, const T_treeAdaptor& adap)
      : m_pFront(NULL)
      , m_pBack(NULL)
    {
      // Setup
      elemVec frontVec, backVec;
      frontVec.reserve(toProcess.size());
      backVec.reserve(toProcess.size());

      // Choose which node we're going to use.
      adap.ChooseHyperplane(toProcess, &m_hp);

      // Iterate across the rest of the polygons
      elemVec...