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SFML Game Development

You're reading from  SFML Game Development

Product type Book
Published in Jun 2013
Publisher Packt
ISBN-13 9781849696845
Pages 296 pages
Edition 1st Edition
Languages
Authors (5):
 Artur Moreira Artur Moreira
Profile icon Artur Moreira
 Henrik Vogelius Hansson Henrik Vogelius Hansson
Profile icon Henrik Vogelius Hansson
Jan Haller Jan Haller
Profile icon Jan Haller
Henrik Valter Vogelius Henrik Valter Vogelius
Profile icon Henrik Valter Vogelius
View More author details

Table of Contents (18) Chapters

SFML Game Development
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Making a Game Tick 2. Keeping Track of Your Textures – Resource Management 3. Forge of the Gods – Shaping Our World 4. Command and Control – Input Handling 5. Diverting the Game Flow – State Stack 6. Waiting and Maintenance Area – Menus 7. Warfare Unleashed – Implementing Gameplay 8. Every Pixel Counts – Adding Visual Effects 9. Cranking Up the Bass – Music and Sound Effects 10. Company Atop the Clouds – Co-op Multiplayer Index

Particle systems


Visual effects such as fire, rain, or smoke have one thing in common: they have a continuously changing nature and cannot be meaningfully described using a single sprite. Even an animated sprite is too limited for many cases, because such effects should come with certain randomness. Fire may have sparks flying in arbitrary directions; smoke may be blown away by the wind.

This is why we need another model to visualize these sorts of effects: particles. A particle is a tiny object that makes up a part of the whole effect; you can imagine it as a small sprite. Each particle by itself looks boring, only in combination do they lead to an emergent visual pattern such as fire.

A particle system is a component that manages the behavior of many particles to form the desired effect. Emitters continuously create new particles and add them to the system. Affectors affect existing particles with respect to motion, fade-out, scaling, and many other properties.

Given a particle texture...

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