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

Deferred rendering


Deferred rendering/shading is a technique that gives us greater control over how certain effects are applied to a scene by not enabling them during the first pass. Instead, the scene can be rendered to an off screen buffer, along with other buffers that hold other material types of the same image, and then drawn on the screen in a later pass, after the effects have been applied, potentially in multiple passes as well. Using this approach allows us to separate and compartmentalize certain logic that would otherwise be entangled with our main rendering code. It also gives us an opportunity to apply as many effects to the final image as we want. Let's see what it takes to implement this technique.

Modifying the renderer

In order to support all the fancy new techniques we're about to utilize, we need to make some changes to our renderer. It should be able to keep a buffer texture and render to it in multiple passes in order to create the lighting we're looking for:

class Renderer...