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C++ Game Development By Example

You're reading from   C++ Game Development By Example Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming

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Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781789535303
Length 420 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Table of Contents (18) Chapters Close

Preface 1. Section 1: Basic Concepts
2. C++ Concepts FREE CHAPTER 3. Mathematics and Graphics Concepts 4. Section 2: SFML 2D Game Development
5. Setting Up Your Game 6. Creating Your Game 7. Finalizing Your Game 8. Section 3: Modern OpenGL 3D Game Development
9. Getting Started with OpenGL 10. Building on the Game Objects 11. Enhancing Your Game with Collision, Loops, and Lighting 12. Section 4: Rendering 3D Objects with Vulkan
13. Getting Started with Vulkan 14. Preparing the Clear Screen 15. Creating Object Resources 16. Drawing Vulkan Objects 17. Other Books You May Enjoy

Adding rigid bodies

Now we can create rigid bodies or soft bodies and watch them interact with other rigid or soft bodies. A rigid body is an animate or inanimate object that doesn't change its shape or physical properties. Soft bodies, on the other hand, can be squishy and made to change shape.

In the following example, we will focus on the creation of a rigid body.

To create a rigid body, we have to specify the shape of the object and the motion state, and then set the mass and inertia of the objects. Shapes are defined using btCollisionShape. An object can have different shapes, or sometimes even a combination of shapes, called a compound shape. We use btBoxShape to create cubes and cuboids and btSphereShape to create spheres. We can also create other shapes, such as btCapsuleShape, btCylinderShape, and btConeShape, which will be used for narrowphase collision by the library...

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