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

Creating a camera


OpenGL, unlike SFML, does not offer any means of actually moving around the view or the camera. While this may seem odd at first, that is mainly because there is no camera or view to move around. Yes, you heard that right. No camera, no views, just vertex data, shaders, and raw math to the rescue. How? Let's take a look!

View projection essentials

All of the rendering and programming trickery that lots of libraries abstract away is exactly that - tricks. When it comes to moving around the game world, there is no real camera that conveniently films the right sides of geometry to be rendered. The camera is just an illusion, used to abstract away concepts that are not intuitive. Moving around a game world involves nothing else except additional matrix math that is performed on the vertices themselves. The act of rotating the camera around the scene simply comes down to the exact opposite of that: rotating the scene around a point in space that is referred to as the camera. Once...