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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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 Pupius Pupius
Author Profile Icon Pupius
Pupius
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Table of Contents (17) Chapters Close

Mastering SFML Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
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

Theory behind shadowing techniques


There are a couple of different techniques that can be used when implementing realistic looking shadows in games. Choosing the right one can not only impact the kind of performance your application is going to exhibit, but can also heavily influence how good the effect is going to look in the end.

An approach that isn't at all uncommon for 2D is referred to as ray tracing. Depending on the type of light, a number of rays are cast in an appropriate direction. Shadows are then implemented depending on which solids these rays actually intersect with. Some simpler games tend to create an overlay mask and fill in geometrically the parts of it that are "in the shadow". This mask is later overlaid on top of the usual scene and blended in order to create the aesthetic of darkened areas meant to represent shadows. More advanced 3D games tend to allow rays to bounce around the scene, carrying different information about the particular fragments that they intersect...

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