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  • Book Overview & Buying Mastering SFML Game Development
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Mastering SFML Game Development

Mastering SFML Game Development

By : Pupius
3 (2)
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Mastering SFML Game Development

Mastering SFML Game Development

3 (2)
By: 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 (11 chapters)
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Preparations for rendering


It's safe to say that all of this functionality is a bit beyond the scope of SFML, as it seeks to deal with simple two-dimensional concepts. While we're still going to be using SFML to render our sprites, the lighting and shadowing of the scene will have to fall back on raw OpenGL. This includes setting up and sampling cubemap textures, as well as creating, uploading, and drawing 3D primitives used to represent objects that cast shadows.

Representing shadow casters

While SFML is great for rendering sprites, we must remember that these are two-dimensional objects. In 3D space, our character would literally be paper thin. This means that all of our game's shadow casters are going to need some 3D geometry behind them. Keep in mind that these basic rendering concepts have already been covered in Chapter 7 , One Step Forward, One Level Down - OpenGL Basics. Let's start by creating some common definitions that this system will use:

static const glm::vec3 CubeMapDirections...
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Mastering SFML Game Development
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