Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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.

Arrow left icon
Product type Paperback
Published in Jan 2017
Publisher Packt
ISBN-13 9781786469885
Length 442 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Raimondas Pupius Raimondas Pupius
Author Profile Icon Raimondas Pupius
Raimondas Pupius
Arrow right icon
View More author details
Toc

Table of Contents (11) Chapters Close

Preface 1. Under the Hood - Setting up the Backend 2. Its Game Time! - Designing the Project FREE CHAPTER 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

Building the particle system class

With all of the building blocks in place, it's time to actually build the particle system class. Let's start with some type definitions:

using Updaters = std::unordered_map<std::string, 
  std::unique_ptr<BaseUpdater>>; 
using EmitterList = std::vector<std::unique_ptr<Emitter>>; 
using Emitters = std::unordered_map<StateType, EmitterList>; 
using GeneratorList = std::vector<std::unique_ptr<BaseGenerator>>; 
using Generators = std::unordered_map<std::string,GeneratorList>; 
using RemovedEmitters = std::vector<Emitter*>; 
using Particles = std::unordered_map<StateType, 
  std::unique_ptr<ParticleContainer>>; 
using ForceApplicatorList = std::vector<ForceApplicator>; 
using ForceApplicators = std::unordered_map<StateType, 
  ForceApplicatorList>; 
 
using GeneratorFactory = std::unordered_map<std::string, 
  std::function<BaseGenerator*(void)>>; 

In order to...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime