Building tools for a game may not be the easiest or the most pleasant task in the world, but in the end, it always pays off. Dealing with text files, endless copy-pasting, or other botch-like solutions may work fine in the short term, but nothing beats a fully equipped set of tools, ready to take on any project with the click of a button! Although the editor we have built is geared towards a very specific task, the idea behind it can, with enough time and energy, be applied to any set of production problems.
In the next chapter, we are going to be covering the basics and general uses of shaders in SFML. The OpenGL shading language, along with SFML's built in support for shaders, is going to allow us to create a very basic day and night cycle. See you there!