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C++ Programming for Games Module I phần 10 pps

C++ Programming for Games Module I pot

C++ Programming for Games Module I pot

... that unifies high-level programming paradigms, such as object oriented programming, with low-level efficiencies, such as the ability to directly manipulate memory. For these reasons, C++ has ... low-level optimizations in order to squeeze out extra performance for such things as sophisticated special effects, realistic physics, and complex artificial intelligence. Chapter Objectives ã ... ultiplication, division and the modulus operations have the same precedence level. Similarly, addition anddivi ndivisionabove e ot Sometie add cedence to an operation by rrounding...
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C++ Programming for Games Module I phần 1 potx

C++ Programming for Games Module I phần 1 potx

... POINTERS 10 7 INTRODUCTION 10 8 CHAPTER OBJECTIVES 10 8 4 .1 REFERENCES 10 8 4 .1. 1 Constant References 11 0 4.2 POINTERS 11 1 4.2 .1 Computer Memory Primer 11 1 4.4.2 Pointer Initialization 11 2 ... .CPP File to the Project 12 1. 1.3 Writing the Code 13 1. 1.4 Compiling, Linking, and Executing 14 1. 2 THE “PRINT STRING” PROGRAM EXPLAINED 16 1. 2 .1 Comments 16 1. 2.2 White Space 17 1. 2.2 Include ... he 19 Table of Contents CHAPTER 1: INTRODUCING C++ 9 INTRODUCTION 10 CHAPTER OBJECTIVES 10 1. 1 GETTING STARTED—YOUR FIRST C++ PROGRAM 10 1. 1 .1 Creating the Project 10 1. 1.2 Adding A...
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C++ Programming for Games Module I phần 2 potx

C++ Programming for Games Module I phần 2 potx

... 22 3 H e call the nere w umerator 2, in 72 , the remainder—it is the remaining part that cannot be divided enly We will say two integers divide evenly if and only if the division results in ... arithmetic operation defined for std::string is the addition operator. The following program illustrates the arithmetic operations: tot <<, k is incremented first, before being disper, ... ultiplication, division and the modulus operations have the same precedence level. Similarly, addition anddivi ndivisionabove e ot Sometie add cedence to an operation by rrounding...
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C++ Programming for Games Module I phần 3 pdf

C++ Programming for Games Module I phần 3 pdf

... BOUNDS INDEX !! In asyntax three columns. { }; d nm ì in fMatrix [1][2] fMatrix [12][10ddition to performing individual element initializations, you can initialize ... to3. Conditionals are the key to make certain that a block of code will only be ex (i. e., if this condition is tr 5. An array is a cindividual variab 2.7 Exercises Assume A is true, B is ... will loop infinite times). This time, if er chooses not to continue, a break statement is executed to exit the infinite loop. Pro#include <iostream> using namespace std; int main()...
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C++ Programming for Games Module I phần 4 ppt

C++ Programming for Games Module I phần 4 ppt

... In order to perform its task, a function me information and/or returns some information. The concept is somewhat similar to e trigonometric function typically inputs somathematical functions. ... uivalent functions with different parameters is convenient because, depending on the data tion with which the client is working, the client can call the most suitable function version. individual ... even if it did not, ablnot ambiguous due to their differing function signa 92 3.7 Exercises 3.7.1 Factorial ewrite the factorial proR gram (Section 2.8 .4) using a function. That is, implement...
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C++ Programming for Games Module I phần 5 potx

C++ Programming for Games Module I phần 5 potx

... default value for pointers, if you wish to postpone initialization, is null. The null value in C++ is simply zero. Rewriting the preceding pointer declarations with initialization to null yie ool* ... actually valid or not. By nullifying the pointer after its deletion, we explicitly state that it is now an invalid (null) pointer, and there is no ambiguity about its validity. Rule: For every ... specified in advance (i. e., at compile time). For instance, this is not legal: cin >> n; e ca e this. This presents a problem because it is not hard to agin ive multiplayer online me,...
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C++ Programming for Games Module I phần 6 ppsx

C++ Programming for Games Module I phần 6 ppsx

... Header files include the class definition, and implementation files entation (i. e., method definitions). Eventually, the source code file is compiled compiled class implementation, which To invoke ... instructions as marked in the figure. We see that a few instructions, after the first instruction of main, we come to a function call instruction, which modifies the instruction pointer to point ... int mHitPoints; int mMagicPoints; int mArmor; }; // WIZARD_H #endif // Wiz.cpp (Wizard implementation file.) #include "wiz.h" using namespace std; void Wizard::fight()...
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C++ Programming for Games Module I phần 7 potx

C++ Programming for Games Module I phần 7 potx

... used: header files (.h) and implementation files (.cpp). Header files include the class definition, and implementation files contain the class implementation (i. e., method definitions). Eventually, ... be specified during construction. isDead Th : This simple method returns true if a monster is dead, otherwise it returns false. A monster is defined to be dead if its hit points are ... victorycout << "Hitpoints: This method is called after a player is victorious in battle. It displays a victory message and gives the player an experience point award. void...
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C++ Programming for Games Module I phần 8 pdf

C++ Programming for Games Module I phần 8 pdf

... format: A pointer to a null-terminating c-string, which contains a string with some special formatting symbols within. These formatting symbols will be replaced with the arguments specified ... case, the this pointer is used explicitly, and in the former case it is used implicitly. 6.5 Friends 6.5.1 Friend Functions Sometimes we will have a non-member function that is closely related ... is valid. For example, there is no 8 th day, so casting 8 to a DAY would be invalid. In the following code snippet, we initialize an array of seven DAYs to the days of the week: int main()...
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C++ Programming for Games Module I phần 9 pps

C++ Programming for Games Module I phần 9 pps

... than point coordinates; specifically, vector coordinates indicate the end point to which a directed line segment (originating from the origin) connects. Conversely, point coordinates specify a ... where negating a vector flips its direction. Scalar Multiplication: A vector can be multiplied by a scalar, which modifies the magnitude of the vector but not its direction. To multiply a ... Note: The Game Mathematics and Graphics Programming with DirectX 9 Part I courses at Game Institute explain vectors in detail. Throughout this discussion we restrict ourselves to 3D vectors....
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C++ Programming for Games Module I phần 10 pps

C++ Programming for Games Module I phần 10 pps

... initialization list: ClassName::ClassName(parameter-list…) : // Member initialization list { } When an object is instantiated, the memory of its members is first constructed (or initialized) ... public inheritance as modeling an is a relationship, but it seems that if we must explicitly specify public inheritance then there must be another type of inheritance. Indeed there is, and it is ... about the terminology in his book Effective C++: “[…] the single most important rule in object-oriented programming with C++ is this: public inheritance means “isa.” Commit this rule to memory.”...
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C++ Programming for Games Module II phần 1 pps

C++ Programming for Games Module II phần 1 pps

... 11 6 14 .6 EXERCISES 11 7 14 .6 .1 Exit Message 11 7 14 .6.2 Horizontal and Vertical Scroll Bars 11 7 14 .6.3 Multiple Windows 11 7 14 .6.4 Change the Cursor 11 7 14 .6.5 Blue Background 11 8 14 .6.6 ... TextOut 12 5 15 .1. 3 Example Program 12 6 15 .2 SHAPE PRIMITIVES 13 1 15 .2 .1 Drawing Lines 13 1 15 .2.2 Drawing Rectangles 13 7 15 .2.3 Drawing Ellipses 14 1 15 .3 LOADING AND DRAWING BITMAPS 14 2 15 .3 .1 ... Loading 14 2 15 .3.2 Rendering 14 5 15 .3.3 Deleting 14 6 15 .3.4 Sample Program 14 6 15 .4 PENS AND BRUSHES 15 0 15 .4 .1 Pens 15 0 15 .4.2 Brushes 15 1 15 .5 SHAPE CLASSES 15 2 15 .5 .1 Class Definitions 15 2...
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C++ Programming for Games Module II phần 7 pps

C++ Programming for Games Module II phần 7 pps

... program we will develop: 2 07 Chapter 17 Timing, Animation and Sprites 205 Figure 16. 17: The dialog box you are to design for the File Save and File Open exercise. ... and therefore are not as dependent upon the Win32 messaging system and 2) this will prepare you for how the message loop will be written in other Game Institute courses, and other game programming ... 1−−=∆ ii ttt The real issue is how to do this in code. First of all, we are going to modify our message loop into a more “game friendly” version. We do this for two reasons: 1) games do...
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C++ Programming for Games Module II phần 8 pps

C++ Programming for Games Module II phần 8 pps

... Tank sample. The tank is drawn using a rectangle for the tank base, an ellipse for the gun base, and a thick line (i.e., pen width > 1) for the gun. You can move the tank up and down and ... current application so that Windows is free to perform other processes. Despite being long, the game loop implementation is fairly straightforward. The only tricky part might be updating the ... determine directions. For example, we will need to determine the direction a bullet should travel. In addition, we will sometimes interpret the components of vectors as points. Before we begin an...
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C++ Programming for Games Module II phần 10 pps

C++ Programming for Games Module II phần 10 pps

... y-axis as: nnvvnnvviiiniˆ)ˆ(ˆ)ˆ(111,1rrrrrrrr⋅−+⋅= nnvvnnvviiiniˆ)ˆ(ˆ)ˆ(222,2rrrrrrrr⋅−+⋅= From the conservation of kinetic energy for elastic collisions ... initial velocity and impulse. Observe that formula (10) gives us the form from which formulas (1) and (2) come. Although we used njJˆrr= , the form is the same. 18.4.4 Newton’s Third Law ... weak force for one second, then we would expect to see a small change in its linear momentum. On the other hand, we might also apply a weak (relatively speaking) force to an object but for...
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