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

Localizing rendering


Shading is a powerful concept. The only problem with injecting a stream of extra-graphical-fanciness to our game at this point is the fact that it is simply not architected to deal with using shaders efficiently. Most, if not all of our classes that do any kind of drawing do so by having direct access to the sf::RenderWindow class, which means they would have to pass in their own shader instances as arguments. This is not efficient, re-usable, or flexible at all. A better approach, such as a separate class dedicated to rendering, is a necessity.

In order to be able to switch from shader to shader with relative ease, we must work on storing them properly within the class:

using ShaderList = std::unordered_map<std::string, 
  std::unique_ptr<sf::Shader>>; 

Because the sf::Shader class is a non-copyable object (inherits from sf::NonCopyable), it is stored as a unique pointer, resulting in avoidance of any and all move semantics. This list of shaders...