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SFML Game Development

You're reading from   SFML Game Development If you've got a firm grasp of C++ with a secret hankering to create a great game, this book is for you. Every practical aspect of programming an interactive game world is here – the only real limit is your imagination.

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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849696845
Length 296 pages
Edition 1st Edition
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Authors (4):
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Artur Moreira Artur Moreira
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Artur Moreira
Jan Haller Jan Haller
Author Profile Icon Jan Haller
Jan Haller
 SFML SFML
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SFML
Henrik Valter Vogelius Henrik Valter Vogelius
Author Profile Icon Henrik Valter Vogelius
Henrik Valter Vogelius
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Table of Contents (18) Chapters Close

SFML Game Development
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Making a Game Tick 2. Keeping Track of Your Textures – Resource Management FREE CHAPTER 3. Forge of the Gods – Shaping Our World 4. Command and Control – Input Handling 5. Diverting the Game Flow – State Stack 6. Waiting and Maintenance Area – Menus 7. Warfare Unleashed – Implementing Gameplay 8. Every Pixel Counts – Adding Visual Effects 9. Cranking Up the Bass – Music and Sound Effects 10. Company Atop the Clouds – Co-op Multiplayer Index

Chapter 8. Every Pixel Counts – Adding Visual Effects

Throughout the previous chapters, we have constantly been adding functionality. We finally reached a point where our game is playable, where all the game mechanisms are implemented. With a bit of creativity, you should already be able to write your own small game. Nevertheless, we are not going to quit now—a game is more than just gameplay. A very important part of games are the graphics. Be it cutting-edge 3D scenes in the newest real-time strategy game or the nostalgic atmosphere of a pixel-art indie title, graphics determine to a big extent how the player feels.

In this chapter, we are going to look behind the scenes of rendering. We are going to cover various techniques that are used in modern games to create graphical effects of different kinds. To mention a few:

  • Texture atlases and how different objects can be stored in one texture

  • Texture mapping and vertex arrays

  • Particle systems to create effects such as fire or smoke

  • Animations that...

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