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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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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 day/night cycle


Unifying the shading across many different world objects in our game gave us a very nice way of manipulating how the overall scene is actually represented. Many interesting effects are now possible, but we are going to focus on a rather simple yet effective one-lighting. The actual subtleties of the lighting subject will be covered in later chapters, but what we can do now is build a system that allows us to shade the world differently, based on the current time of the day, like so:

As you can tell, this effect can add a lot to a game and make it feel very dynamic. Let us take a look at how it can be implemented.

Updating the Map class

In order to accurately represent a day/night cycle, the game must keep a clock. Because it is relative to the world, the best place to keep track of this information is the Map class:

class Map : ... { 
  ... 
protected: 
  ... 
  float m_gameTime; 
  float m_dayLength; 
}; 

For the sake of having dynamic...

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