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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

Particle generators


Having all of these updaters really does nothing unless certain base values are generated for the particles. Whether it is the initial position of a particle, the range of colors, or the name of a texture that gets attached to our flying little data structures, having that initial data set based on some pre-conceived notion is important. There are quite a few generators we support, not to mention tons of candidates for new generators, and thus new types of particles. Having said that, let us take a look at a couple of basics that we need to get some basic effects going.

Point position

The simplest generator we can possibly have in this entire system is a point position. Essentially, it just sets all positions of fed-in particles to a static point in space:

class PointPosition : public BaseGenerator { 
public: 
  void Generate(Emitter* l_emitter,ParticleContainer* l_particles, 
    size_t l_from, size_t l_to) 
  { 
    auto& positions = l_particles->m_position; 
 ...
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