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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

Using physics rules in your game


The first step to have physics in the game is to have the environment ready so that proper calculations can be applied to the bodies, and the physics simulation can work on them.

Getting ready

To work through this recipe, you will need a machine running Windows and Visual Studio. No other prerequisites are required.

How to do it…

In this recipe, we will see how easy it is to add physics rules to our game:

  1. First, set up all the objects in the game scene.

  2. Give them properties so that they have vector points and velocities.

  3. Assign bounding boxes or bounding circles, depending on the shape of the object.

  4. Apply forces on each of the bodies.

  5. Detect collisions between them based on the shape.

  6. Solve for the constraints.

  7. Output the result.

Take a look at the following code snippet:

#include <Box2D/Collision/b2Collision.h>
#include <Box2D/Collision/Shapes/b2CircleShape.h>
#include <Box2D/Collision/Shapes/b2PolygonShape.h>

void b2CollideCircles(
  b2Manifold*...
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