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C++ Game Development Cookbook

You're reading from   C++ Game Development Cookbook

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Product type Paperback
Published in May 2016
Publisher Packt
ISBN-13 9781785882722
Length 346 pages
Edition 1st Edition
Languages
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Author (1):
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Druhin Mukherjee Druhin Mukherjee
Author Profile Icon Druhin Mukherjee
Druhin Mukherjee
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Toc

Table of Contents (15) Chapters Close

Preface 1. Game Development Basics FREE CHAPTER 2. Object-Oriented Approach and Design in Games 3. Data Structures in Game Development 4. Algorithms for Game Development 5. Event-Driven Programming – Making Your First 2D Game 6. Design Patterns for Game Development 7. Organizing and Backing Up 8. AI in Game Development 9. Physics in Game Development 10. Multithreading in Game Development 11. Networking in Game Development 12. Audio in Game Development 13. Tips and Tricks Index

Adding behavioral movements


When we talk about AI in games, after pathfinding the next most important thing to consider is movement. When does an AI decide that it has to walk, run, jump, or slide? The ability to make these decisions quickly and correctly will make the AI really competitive in games and extremely difficult to beat. We can do all this with the help of behavioral movements.

Getting ready

For this recipe, you will need a Windows machine and Visual Studio. No other prerequisites are required.

How to do it…

In this example, you will find out how easy it is to create a decision tree. Add a source file called Source.cpp and add the following code to it:

/* Adding Behavorial Movements*/


#include <iostream>
using namespace std;
class Machine
{
  class State *current;
public:
  Machine();
  void setCurrent(State *s)
  {
    current = s;
  }
  void Run();
  void Walk();
};

class State
{
public:
  virtual void Run(Machine *m)
  {
    cout << "   Already Running\n";
  }
  virtual...
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