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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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Toc

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

Creating a camera


OpenGL, unlike SFML, does not offer any means of actually moving around the view or the camera. While this may seem odd at first, that is mainly because there is no camera or view to move around. Yes, you heard that right. No camera, no views, just vertex data, shaders, and raw math to the rescue. How? Let's take a look!

View projection essentials

All of the rendering and programming trickery that lots of libraries abstract away is exactly that - tricks. When it comes to moving around the game world, there is no real camera that conveniently films the right sides of geometry to be rendered. The camera is just an illusion, used to abstract away concepts that are not intuitive. Moving around a game world involves nothing else except additional matrix math that is performed on the vertices themselves. The act of rotating the camera around the scene simply comes down to the exact opposite of that: rotating the scene around a point in space that is referred to as the camera. Once...

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