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

Understanding shaders


In the modern world of computer graphics, many different calculations are offloaded to the GPU. Anything from simple pixel colour calculations, to complex lighting effects can and should be handled by hardware that is specifically designed for this purpose. This is where shaders come in.

A shader is a little program that runs on your graphics card instead of the CPU, and controls how each pixel of a shape is rendered. The main purpose of a shader, as the name suggests, is performing lighting and shading calculations, but they can be used for much more than that. Because of the power modern GPUs have, libraries exist that are designed to perform calculations on the GPU that would usually be executed on the CPU, in order to cut down the computation time significantly. Anything from physics computations to cracking password hashes can be done on the GPU, and the entry point to that horsepower is a shader.

Tip

GPUs are good at performing tons of very specific calculations...