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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

Creating the MeshRenderer class

For drawing regular game objects, we will create a separate class from the LightRenderer class by adding texture, and we will also add motion to the object by adding physical properties. We will draw a textured object and then add physics to this object in the next section of this chapter. To do this, we will create a new .h and .cpp file called MeshRenderer.

In the MeshRenderer.h file, we will do the following:

  1. First, we will add the includes as follows:
#include <vector> 
 
#include "Camera.h" 
#include "LightRenderer.h" 
 
#include <GL/glew.h> 
 
#include "Dependencies/glm/glm/glm.hpp" 
#include "Dependencies/glm/glm/gtc/matrix_transform.hpp" 
#include "Dependencies/glm/glm/gtc/type_ptr.hpp" 
  1. Next, we will create the class itself as follows:
Class MeshRenderer{  
 
}; 
  1. We will...
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