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


In modern games, and games of the past, some type of physics has always been added to increase the sense of realism. Although most physics in games is an approximation or optimization of actual physics rules, it does a good job of achieving the desired results. Physics in games is basically a rough implementation of the Newtonian laws of motion, mixed with the basic fundamentals of collision detection.

The trick for a games developer is to write the code in such a way that it does not bottleneck the CPU and the game still runs at a desired framework. We will discuss some basic concepts that we require to introduce physics into our game. For the sake of simplicity, we have integrated Box2D into our engine and, along with a renderer (OpenGL), we will output some physics interaction between objects. For 3D physics, we will get help from the Bullet Physics SDK and display the desired result.