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

Applying transformations


Moving, rotating, and otherwise manipulating vertex data may seem quite straight forward. One may even be tempted to simply update the vertex position information and simply resubmit that data back to the VBO. While things may have been done that way for a while in the past, there are much more efficient, albeit more math-intensive ways of performing this task. Displacing vertices is now done in the vertex shader by simply multiplying the vertex positions by something called a matrix.

Matrix basics

Matrices are extremely useful in graphics programming, because they can represent any kind of rotation, scale, or displacement manipulation that can be applied to a vector. There are many different types of matrices, but they are all just blocks of information that look similar to this:

This particular matrix is a 4x4 identity matrix, but a variety of differently sized matrices exist, such as 3x3, 2x3, 3x2, and so on. There are rules when it comes to adding, subtracting,...