Re: sound shooter in C++. A problem

And here people going on again, getting on about BGT is best and all that. OK, no one actually said it but its practically implied here. And I'm frankly getting tired of it. You want to develop games that are actually fun (like as fun as BK is)? Don't use BGT! You want a game that's not considered a virus *every* time an AV program sees it, either forcing you to uninstall that program, or add the installed location as an exception? Don't use BGT!
Now, @7, big, big problem here. Hand-coded physics are probably one of the worst ideas you can ever come up with in a true game. Unless you have a doctorate in Physics, and you know the formulas front to back, can solve them mathematically, and can manage to implement them programmatically, writing your own hand-coded physics is only going to end in a headache and difficulties you'll never be able to fix. The Awesome Lists recommend some good physics engines for various programming languages. The awesome-cpp sub-list has libraries for Artificial Intelligence, Asynchronous Event Loop, Audio, Biology, BitTorrent, CLI, Compression, Concurrency, Containers, Cryptography, and much more, including -- you guessed it -- Physics! Good physics engines that it recommends are engines like Bullet3D for 3D physics and Box2D for 2D physics. Like I said though, whatever you do, don't go writing your own physics handling functions by hand unless you know the theory forwards and backwards and can solve all the physics formulas your going to implement manually with standard mathematics and complex mathematics, too (just knowing the formula doesn't mean you know how to implement it).

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