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

Theory behind shadowing techniques


There are a couple of different techniques that can be used when implementing realistic looking shadows in games. Choosing the right one can not only impact the kind of performance your application is going to exhibit, but can also heavily influence how good the effect is going to look in the end.

An approach that isn't at all uncommon for 2D is referred to as ray tracing. Depending on the type of light, a number of rays are cast in an appropriate direction. Shadows are then implemented depending on which solids these rays actually intersect with. Some simpler games tend to create an overlay mask and fill in geometrically the parts of it that are "in the shadow". This mask is later overlaid on top of the usual scene and blended in order to create the aesthetic of darkened areas meant to represent shadows. More advanced 3D games tend to allow rays to bounce around the scene, carrying different information about the particular fragments that they intersect...