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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
Languages
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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

Profiling basics

There's a variety of different ways an application can be profiled. Anything from branching and individual instructions, to usage of caches and patterns of data access can be tracked in a project. Since our game isn't exactly overflowing with complexity, however, we really only need to worry about time-based profiling.

There are three basic ways a profiler can gather information about an application:

  • Sampling: This is a periodic application stack capture that yields relatively inaccurate results, yet has very little overhead.
  • Event collection: This involves tapping into the compilation process and configuring it in such a way that allows certain information to be sent to the profiling DLLs. A higher amount of overhead with a higher precision.
  • Instrumentation: This involves direct code injection into the application during run time that allows for the most precise results and has the highest level of overhead.

Any of these techniques can be utilized, depending on what...

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