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 6. Adding Some Finishing Touches - Using Shaders

Having good art is important for any game, as it greatly compliments the content game designers bring to the table. However, simply tacking on any and all graphics to some logic and calling it a day just does not cut it anymore. Good visual aesthetics of a game are now formed by hand-in-hand cooperation of amazing art and the proper post-processing that follows. Dealing with graphics as if they are paper cut-outs feels dated, while incorporating them in the dynamic universe of your game world and making sure they react to their surroundings by properly shading them has become the new standard. For a brief moment, let us put aside gameplay and discuss the technique of that special kind of post-processing, known as shading.

In this chapter, we are going to be covering:

  • The basics of the SFML shader class

  • Implementing a unified way of drawing objects

  • Adding a day-night cycle to the game

Let us get started with giving our project that extra...