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 physics rules in your game


The first step to have physics in the game is to have the environment ready so that proper calculations can be applied to the bodies, and the physics simulation can work on them.

Getting ready

To work through this recipe, you will need a machine running Windows and Visual Studio. No other prerequisites are required.

How to do it…

In this recipe, we will see how easy it is to add physics rules to our game:

  1. First, set up all the objects in the game scene.

  2. Give them properties so that they have vector points and velocities.

  3. Assign bounding boxes or bounding circles, depending on the shape of the object.

  4. Apply forces on each of the bodies.

  5. Detect collisions between them based on the shape.

  6. Solve for the constraints.

  7. Output the result.

Take a look at the following code snippet:

#include <Box2D/Collision/b2Collision.h>
#include <Box2D/Collision/Shapes/b2CircleShape.h>
#include <Box2D/Collision/Shapes/b2PolygonShape.h>

void b2CollideCircles(
  b2Manifold*...