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

Managing light input


Good data organization is important in every aspect of software design. It's hard to imagine an application that would run quickly and efficiently, yet wants have a strong, powerful, and flexible framework running in the backend. Our situation up until this point has been fairly manageable, but imagine you want to draw additional textures for the map, entities, and all your particles. This would quickly become tiresome to deal with and maintain. It's time to utilize our engineering ingenuity and come up with a better system.

Interface for light users

First and foremost, each class that desires to use our lighting engine would need to implement their own version of drawing certain types of textures to the buffer(s). For diffuse maps, we already have the plain old regular Draw calls, but even if they are all lucky enough to have the same signature, that's not good enough. A common interface for these classes is needed in order to make them a successful part of the lighting...