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

Adding behavioral movements


When we talk about AI in games, after pathfinding the next most important thing to consider is movement. When does an AI decide that it has to walk, run, jump, or slide? The ability to make these decisions quickly and correctly will make the AI really competitive in games and extremely difficult to beat. We can do all this with the help of behavioral movements.

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 example, you will find out how easy it is to create a decision tree. Add a source file called Source.cpp and add the following code to it:

/* Adding Behavorial Movements*/


#include <iostream>
using namespace std;
class Machine
{
  class State *current;
public:
  Machine();
  void setCurrent(State *s)
  {
    current = s;
  }
  void Run();
  void Walk();
};

class State
{
public:
  virtual void Run(Machine *m)
  {
    cout << "   Already Running\n";
  }
  virtual...