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

Chapter 8.  Let There Be Light - An Introduction to Advanced Lighting

There is a certain standard expected of a game in this day and age. As technology progresses and the number of transistors in any given computational unit increases, there is more and more power at our disposal to do what was previously unheard of. One thing that definitely makes use of all of this extra horse power is dynamic lighting. Because of its stunning visual results, it has become an integral part of most video games, and is now one of the core technologies that are expected to come with them.

In this chapter, we're going to cover the following topics:

  • Using the technique of deferred rendering/shading

  • Implementing a multi-pass lighting shader

  • Faking geometry complexity using normal maps

  • Using specular maps to create shiny surfaces

  • Using height maps to make lighting feel more three-dimensional

Let's start shedding some light on this subject!