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

Particle generators


Having all of these updaters really does nothing unless certain base values are generated for the particles. Whether it is the initial position of a particle, the range of colors, or the name of a texture that gets attached to our flying little data structures, having that initial data set based on some pre-conceived notion is important. There are quite a few generators we support, not to mention tons of candidates for new generators, and thus new types of particles. Having said that, let us take a look at a couple of basics that we need to get some basic effects going.

Point position

The simplest generator we can possibly have in this entire system is a point position. Essentially, it just sets all positions of fed-in particles to a static point in space:

class PointPosition : public BaseGenerator { 
public: 
  void Generate(Emitter* l_emitter,ParticleContainer* l_particles, 
    size_t l_from, size_t l_to) 
  { 
    auto& positions = l_particles->m_position; 
 ...