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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

Sending the data


After we have correctly set up the sockets, the next step is to create the correct server and client architecture. Sending data is pretty simple and just involves a few lines of code.

Getting ready

To work through this recipe, you will need a machine running Windows with Visual Studio installed.

How to do it…

In this recipe, we will see how easy it is to send data:

// Using the SendTo Function
#ifndef UNICODE
#define UNICODE
#endif

#define WIN32_LEAN_AND_MEAN

#include <winsock2.h>
#include <Ws2tcpip.h>
#include <stdio.h>
#include <conio.h>

// Link with ws2_32.lib
#pragma comment(lib, "Ws2_32.lib")

int main()
{

  int iResult;
  WSADATA wsaData;

  SOCKET SenderSocket = INVALID_SOCKET;
  sockaddr_in ReceiverAddress;

  unsigned short Port = 27015;

  char SendBuf[1024];
  int BufLen = 1024;

  //----------------------
  // Initialize Winsock
  iResult = WSAStartup(MAKEWORD(2, 2), &wsaData);
  if (iResult != NO_ERROR) {
    wprintf(L"WSAStartup failed...
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