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

Creating a particle system


Particle systems are quite important in games in order to add to the visual representation of the whole feel of the game. Particle systems are quite easy to write and are merely a collection of one or more particles. So we need to create a single particle with some properties and then let the particle system decide how many particles it wants.

Getting ready

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

How to do it…

Add a source file called Source.cpp. Then add the following code to it:

class Particle

{
  Vector3 location;
  Vector3 velocity;
  Vector3 acceleration;
  float lifespan;

  Particle(Vector3 vec)
  {
    
    acceleration = new Vector3(.05, 0.05);
    velocity = new Vector3(random(-3, 3), random(-4, 0));
    location = vec.get();
    lifespan = 125.0;
  }


    void run()
    {
    update();
    display();
    }

  void update() {
    velocity.add(acceleration);
    location.add(velocity);
    lifespan -= 2...