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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

Particle system basics

There are quite a few things we first need to cover in order to get to the more meaty parts of implementing the particle system. Understanding certain concepts is key to making our system work as intended, starting with the way data is stored.

Array of structs versus struct of arrays

It may be tempting at first to simply stick all of the data a particle has into a single class, give it some custom methods for handling certain situations, and store all of these objects in some generic container, as shown here:

Array of structs versus struct of arrays

While it's certainly easier this way, it doesn't help with performance at all. Keep in mind that we're probably going to be dealing with thousands, if not tens of thousands of instances of particles, all of which need to be updated in a variety of different ways. A simple update loop that works with particles may end up making the cache look like this:

Array of structs versus struct of arrays

This is terrible as far as performance is concerned, because if we only need to work with positions...

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