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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

Adding a RigidBody name

To identify the different rigid bodies we are going to be adding to the scene, we will add a property to the MeshRenderer class that will specify each object being rendered. Let's look at how to do this:

  1. In the MeshRenderer.h class, which can be found within the MeshRenderer class, change the constructor of the class to take in a string as the name for the object, as follows:
MeshRenderer(MeshType modelType, std::string _name, Camera *  
_camera, btRigidBody* _rigidBody)
  1. Add a new public property called name of the std::string type and initialize it, as follows:
         std::string name = ""; 
  1. Next, in the MeshRenderer.cpp file, modify the constructor implementation, as follows:
MeshRenderer::MeshRenderer(MeshType modelType, std::string _name,  
Camera* _camera, btRigidBody* _rigidBody){ name = _name; ... ... }
...
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