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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 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...

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