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

Creating a decision making AI


A decision tree is one of the most useful things to have in machine learning for AI. Given a large number of scenarios, based on certain parameters, decision making is essential. If we can write a system that can make these decisions well, then we can not only have a well-written algorithm but also have a lot of unpredictability in terms of gameplay. This will add a lot of variation to the game and will help the replayability of the overall game.

Getting ready

For this recipe, you will need a Windows machine and Visual Studio. No other prerequisites are required.

How to do it...

In this recipe, we will find out how easy it is to add source control:

/* Decision Making AI*/


#include <iostream>
#include <ctime>


using namespace std;

class TreeNodes
{
public:
  //tree node functions
  TreeNodes(int nodeID/*, string QA*/);
  TreeNodes();

  virtual ~TreeNodes();

  int m_NodeID;

  TreeNodes* PrimaryBranch;
  TreeNodes* SecondaryBranch;
};


//constructor...