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

Making things collide


A huge part of the physics system is making things collide. We need to figure out whether the objects have collided and pass on the relevant information. In this recipe, we will look at different techniques to do this.

Getting ready

You need a Windows machine and a working copy of Visual Studio. No other prerequisites are required.

How to do it…

In this recipe, we will find out how easy it is to detect collisions:

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

// Find the max separation between poly1 and poly2 using edge normals from poly1.
static float32 b2FindMaxSeparation(int32* edgeIndex,
             const b2PolygonShape* poly1, const b2Transform& xf1,
             const b2PolygonShape* poly2, const b2Transform& xf2)
{
  int32 count1 = poly1->m_count;
  int32 count2 = poly2->m_count;
  const b2Vec2* n1s = poly1->m_normals;
  const b2Vec2* v1s = poly1->m_vertices;
  const b2Vec2* v2s = poly2...