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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 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)>>; 

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