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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

Introduction


In modern games, and games of the past, some type of physics has always been added to increase the sense of realism. Although most physics in games is an approximation or optimization of actual physics rules, it does a good job of achieving the desired results. Physics in games is basically a rough implementation of the Newtonian laws of motion, mixed with the basic fundamentals of collision detection.

The trick for a games developer is to write the code in such a way that it does not bottleneck the CPU and the game still runs at a desired framework. We will discuss some basic concepts that we require to introduce physics into our game. For the sake of simplicity, we have integrated Box2D into our engine and, along with a renderer (OpenGL), we will output some physics interaction between objects. For 3D physics, we will get help from the Bullet Physics SDK and display the desired result.

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