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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

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...
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