While our example game does not use a loading screen up to this point, we have decided to provide a possible implementation of such a state. You can find its source code together with the sources of this chapter, as well as guide yourself through the following paragraphs into understanding it.
A loading screen is a state like any other, except for one thing; it performs a task in the background, using a parallel thread of execution. Using threads and understanding them in full is out of the scope of this book; however, SFML does provide
sf::Thread, a cross-platform implementation for launching and managing multiple branches of execution in a program. Because of this, we will briefly introduce the use of
sf::Thread and ...