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 9.  The Speed of Dark - Lighting and Shadows

Contrasting differences are the very essence of existence, as the yin-yang symbol properly illustrates. Light and darkness are opposites, yet complementary, as they offset one another and give meaning through variety. Without darkness there can be no light, as they are never truly separate. By breathing light into our world, we are inevitably forced to add back the darkness that it creates. Let's follow the previous chapter and truly complete to our lighting engine by reintroducing the concept of darkness to it.

In this chapter, we will be covering the following topics:

  • Using OpenGL to render to and sample from cubemap textures

  • Advanced shadow mapping for omni-directional point lights

  • The use of Percentage Closer Filtering to smooth out shadow edges

  • Combating common and frustrating issues with shadow mapping

There's quite a bit of theory to get out of the way, so let's get to it!