Book Image

Mastering SFML Game Development

By : Raimondas Pupius
Book Image

Mastering SFML Game Development

By: Raimondas Pupius

Overview of this book

SFML is a cross-platform software development library written in C++ with bindings available for many programming languages. It provides a simple interface to the various components of your PC, to ease the development of games and multimedia applications. This book will help you become an expert of SFML by using all of its features to its full potential. It begins by going over some of the foundational code necessary in order to make our RPG project run. By the end of chapter 3, we will have successfully picked up and deployed a fast and efficient particle system that makes the game look much more ‘alive’. Throughout the next couple of chapters, you will be successfully editing the game maps with ease, all thanks to the custom tools we’re going to be building. From this point on, it’s all about making the game look good. After being introduced to the use of shaders and raw OpenGL, you will be guided through implementing dynamic scene lighting, the use of normal and specular maps, and dynamic soft shadows. However, no project is complete without being optimized first. The very last chapter will wrap up our project by making it lightning fast and efficient.
Table of Contents (17 chapters)
Mastering SFML Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Particle system basics


There are quite a few things we first need to cover in order to get to the more meaty parts of implementing the particle system. Understanding certain concepts is key to making our system work as intended, starting with the way data is stored.

Array of structs versus struct of arrays

It may be tempting at first to simply stick all of the data a particle has into a single class, give it some custom methods for handling certain situations, and store all of these objects in some generic container, as shown here:

While it's certainly easier this way, it doesn't help with performance at all. Keep in mind that we're probably going to be dealing with thousands, if not tens of thousands of instances of particles, all of which need to be updated in a variety of different ways. A simple update loop that works with particles may end up making the cache look like this:

This is terrible as far as performance is concerned, because if we only need to work with positions, that means all...