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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

Potential issues and how to address them


Although we aren't facing any of these issues at this very point, most 3D games will have to deal with them as soon as basic shadows are established using this method.

Shadow acne is a graphical artefact that can be summarized as horrible tearing, where lit areas are horribly defaced with dark and white lines closely nested together. This happens because shadow maps are of finite size and pixels that are right next to each other will end up spanning a small distance on actual, real geometry being shaded. It can be fixed by simply adding or subtracting a simple bias floating point value to or from the shadow map's depth sample inside the light pass shader. This floating point value would, ideally, not be a constant and instead depend on the slope between the point on the geometry and the light.

Peter panning can be described as shadows that appear to be floating away from the geometry that casts them. Adding the floating point bias to fix shadow acne...

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