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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
Tools
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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

Chapter 4. Have Thy Gear Ready - Building Game Tools

Making games is a fine art. It is entirely possible, of course, to make art with the most basic of tools, but most commonly, developers need a strong toolkit supporting them in order to efficiently and professionally create quick, painless edits to their game. Building the said toolkit is arguably on a par with the difficulty of building the actual game, but the work spent on proper tools offsets the difficulty and frustrations that come with direct file edits.

In this chapter, we're going to be covering these topics:

  • Building a graphical means of file management
  • File loading in a separate thread
  • Establishing a state and means of controls for map editing

There's lots of ground to cover, so let's get started!

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