O'Reilly logo

SFML Game Development by Henrik Vogelius Hansson, Artur Moreira, Jan Haller

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Chapter 2. Keeping Track of Your Textures – Resource Management

In the previous chapter, you have learned how to load a texture, and display a sprite that uses the texture. During the process of game development, you encounter such situations again and again: you need to load data from the hard disk, be it images, fonts, or sounds. This chapter intends to give you a broader understanding of the following points:

  • What is the motivation behind external resources
  • Which classes for resource handling and manipulation does Simple and Fast Multimedia Library (SFML) provide
  • What might a typical use case in a game look like
  • How do we cope with the constantly recurring need to manage resources in a simple way

Defining resources

In game development, the term ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required