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 3.  Make It Rain! - Building a Particle System

Having the right amount of interactivity in any given game is incredibly important. Whether it amuses the player by having their consequences start chain reactions that eventually impact their state, or it simply means that the controls and input management feel just right, one cannot deny that this is one of the few things that can either make or break a game. While the latter is quite important, it's not the smooth navigation of menus that draw most gamers in, which is why in this chapter we are going to be focusing on environmental interactions, as well as stylization through the means of particle systems.

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

  • Benefits of the Structure of Arrays storage pattern

  • Architecture and implementation of a flexible particle system

  • Creation of different types of generator and updater objects that allow a wide variety of effects to be created

There is quite a bit to learn, so let us not...