Summary

Our Thomas Was Late game is not only fully playable, with directional sound effects and a simple but informative HUD, but we also have the capability to add new levels with ease. At this point, we could call it done.

It would be nice to add a bit more sparkle. In the following chapter, we will look into two gaming concepts. Firstly we will look at particle systems, which are how we can handle things such as explosions or other special effects. To achieve this, we will need to learn a bit more C++, look at a way we might radically rethink how we structure our game code.

After that, we will add the final flourish to the game when we learn about OpenGL and the programmable graphics pipeline. We will then be in a position to dip our toes into ...

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