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 a 3D game


Not much changes when we shift our focus from physics in 2D to physics in 3D. We now need to worry about another dimension. As mentioned in the previous recipes, we still need to maintain the environment so that it follows Newtonian rules and solves constraints. There are a lot of things that can go wrong while rotating the body in 3D space. In this recipe, we will look at a very basic implementation of 3D physics using the Bullet Engine SDK.

Getting ready

For this recipe, you will need a Windows machine and an installed version of Visual Studio.

How to do it…

In this recipe, we will see how easy it is to write a physics world in 3D.

For broad-phase collision take a look at the following snippet:

void  b3DynamicBvhBroadphase::getAabb(int objectId,b3Vector3& aabbMin, b3Vector3& aabbMax ) const
{
  const b3DbvtProxy*            proxy=&m_proxies[objectId];
  aabbMin = proxy->m_aabbMin;
  aabbMax = proxy->m_aabbMax;
}

For narrow-phase collision, see the following...