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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 FREE CHAPTER
2. C++ Concepts 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

Building on the Game Objects

n the last chapter, we looked at how to draw basic shapes using OpenGL. Now that we have covered the basics, let's improve our objects by adding some textures to them so that the objects don't just look like a plain cube and sphere.

We can write our physics as we did last time, but when dealing with 3D objects, writing our own physics can become difficult and time consuming. To simplify the process, we will use the help of an external physics library to handle the physics and collision detection.

We will cover the following topics in this chapter:

  • Creating the MeshRenderer class
  • Creating the TextureLoader class
  • Adding Bullet Physics
  • Adding rigid bodies
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