Yeah, I really took my sweet time on this one, but things are better the longer you wait, no?
In this chapter we get the ball rolling, literally. Additionally we add collision detection and realistic rebounds. On the C++ front, we introduce and discuss the various types of casts in C++.
For those of you that haven’t read it yet, the Pang C++ Tutorial table of contents is right here.
For those that have been following along, Pang Part 7 is here. As always, full project source is included at the end.
And here Pang, the worlds most over-engineered pong clone in action!