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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
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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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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

Managing light input


Good data organization is important in every aspect of software design. It's hard to imagine an application that would run quickly and efficiently, yet wants have a strong, powerful, and flexible framework running in the backend. Our situation up until this point has been fairly manageable, but imagine you want to draw additional textures for the map, entities, and all your particles. This would quickly become tiresome to deal with and maintain. It's time to utilize our engineering ingenuity and come up with a better system.

Interface for light users

First and foremost, each class that desires to use our lighting engine would need to implement their own version of drawing certain types of textures to the buffer(s). For diffuse maps, we already have the plain old regular Draw calls, but even if they are all lucky enough to have the same signature, that's not good enough. A common interface for these classes is needed in order to make them a successful part of the lighting...

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