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! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds
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
 Pupius Pupius
Author Profile Icon Pupius
Pupius
Arrow right icon
View More author details
Toc

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

Chapter 10. A Chapter You Shouldnt Skip - Final Optimizations

What's the most important aspect of any game? According to a very famous e-celebrity, it's being able to play it. Fancy graphics and advanced techniques definitely add a necessary touch of polish to a medium as visual and interactive as video games, but if that gets in the way of enjoying the most fundamental experience of smooth gameplay, the whole thing might as well just be a fancy screensaver. Optimizing code, even when the application runs fine on higher-end machines, is extremely important, since every iteration excludes potential machines that are older but could still be used to expand the fan base of a game.

In this chapter, we will be covering the following topics:

  • The basics of profiling and reading code metrics

  • Analyzing and repairing inefficiencies in our code

  • The basics of light culling

Let's not waste any more clock cycles and get to cleaning up some of those inefficiencies!

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 £13.99/month. Cancel anytime
Visually different images