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Mastering SFML Game Development

You're reading from   Mastering SFML Game Development Inject new life and light into your old SFML projects by advancing to the next level.

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Product type Paperback
Published in Jan 2017
Publisher Packt
ISBN-13 9781786469885
Length 442 pages
Edition 1st Edition
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Author (1):
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Raimondas Pupius Raimondas Pupius
Author Profile Icon Raimondas Pupius
Raimondas Pupius
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Table of Contents (11) Chapters Close

Preface 1. Under the Hood - Setting up the Backend FREE CHAPTER 2. Its Game Time! - Designing the Project 3. Make It Rain! - Building a Particle System 4. Have Thy Gear Ready - Building Game Tools 5. Filling the Tool Belt - a few More Gadgets 6. Adding Some Finishing Touches - Using Shaders 7. One Step Forward, One Level Down - OpenGL Basics 8. Let There Be Light - An Introduction to Advanced Lighting 9. The Speed of Dark - Lighting and Shadows 10. A Chapter You Shouldnt Skip - Final Optimizations

Improving CPU code performance


After establishing a baseline reading, we can begin making changes to our code. Some of these changes involve simply understanding the libraries we're using and being more cautious about the way they're deployed, while others revolve around making better design choices, applying faster and more appropriate algorithms, designing data structures better, and using the newest features of the C++ standard. Let's begin by taking a look at some easy changes that can be made to our code.

Optimizing the three most obvious bottlenecks

Judging by the profiler's results, there is quite a bit of room for improvement of the code we've written so far. In this section, we're going to be addressing three of the most inefficient implementations and how they can be fixed.

GL_Transform optimizations

The very first example we used to illustrate how time sampling works is a perfect candidate for improvement. There really is nothing subtle about it. First, the recalculation of all matrices...

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