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 10. A Chapter You Shouldnt Skip - Final Optimizations

What's the most important aspect of any game? According to a very famous e-celebrity, it's being able to play it. Fancy graphics and advanced techniques definitely add a necessary touch of polish to a medium as visual and interactive as video games, but if that gets in the way of enjoying the most fundamental experience of smooth gameplay, the whole thing might as well just be a fancy screensaver. Optimizing code, even when the application runs fine on higher-end machines, is extremely important, since every iteration excludes potential machines that are older but could still be used to expand the fan base of a game.

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

  • The basics of profiling and reading code metrics

  • Analyzing and repairing inefficiencies in our code

  • The basics of light culling

Let's not waste any more clock cycles and get to cleaning up some of those inefficiencies!