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

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Summary

In this chapter, we have learned the important points about resource management. By now, we know the ideas behind resources and the facilities SFML provides to work with them. We have taken a look at a possible way resources are used in a bigger project, and implemented a generic resource holder that helps us with passing resources to different parts of the application. We also investigated possible error sources as well as techniques to handle them appropriately.

In the next chapter, we are going to develop the game world with a variety of objects in it. Most of these objects require different resources, which is a good opportunity to show our resource holder in a real-world example.

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