Summary

Meanwhile, our aircraft shooter now deserves the name "game", as it is no longer some half-hearted sprites put together. We have seen a lot of modern graphical and rendering techniques and how they fit in our game. After an in-depth look at the rendering process (render targets, textures, vertices), we integrated a particle system for the missile, an animation for the explosion, and a shader for the bloom effect on the whole scene.

Note that there exist already implementations for many of the techniques shown in this chapter. In case you don't want to reinvent the wheel, you could have a look at the Thor library, which is developed by one of the authors of this book. Thor extends SFML by providing fully configurable particle systems and ...

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