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SFML Game Development By Example

SFML Game Development By Example

By : Pupius
3.9 (22)
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SFML Game Development By Example

SFML Game Development By Example

3.9 (22)
By: Pupius

Overview of this book

Simple and Fast Multimedia Library (SFML) is a simple interface comprising five modules, namely, the audio, graphics, network, system, and window modules, which help to develop cross-platform media applications. By utilizing the SFML library, you are provided with the ability to craft games quickly and easily, without going through an extensive learning curve. This effectively serves as a confidence booster, as well as a way to delve into the game development process itself, before having to worry about more advanced topics such as “rendering pipelines” or “shaders.” With just an investment of moderate C++ knowledge, this book will guide you all the way through the journey of game development. The book starts by building a clone of the classical snake game where you will learn how to open a window and render a basic sprite, write well-structured code to implement the design of the game, and use the AABB bounding box collision concept. The next game is a simple platformer with enemies, obstacles and a few different stages. Here, we will be creating states that will provide custom application flow and explore the most common yet often overlooked design patterns used in game development. Last but not the least, we will create a small RPG game where we will be using common game design patterns, multiple GUI. elements, advanced graphical features, and sounds and music features. We will also be implementing networking features that will allow other players to join and play together. By the end of the book, you will be an expert in using the SFML library to its full potential.
Table of Contents (16 chapters)
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15
Index

The server class

Now, it's time to take a look at the way things are handled on the other side of the wire. Let's begin by defining some constants:

#define HEARTBEAT_INTERVAL 1000 // Milliseconds.
#define HEARTBEAT_RETRIES 5

Our server application is going to send out heartbeats every second and retry five times before it times out a client. Speaking of clients, there's additional information that we need to keep track of, which calls for a good data structure that holds it all:

struct ClientInfo{
   sf::IpAddress m_clientIP;
   PortNumber m_clientPORT;
   sf::Time m_lastHeartbeat;
   sf::Time m_heartbeatSent;
   bool m_heartbeatWaiting;
   unsigned short m_heartbeatRetry;
   unsigned int m_latency;

   ClientInfo(const sf::IpAddress& l_ip, const PortNumber& l_port,
     const sf::Time& l_heartbeat): m_clientIP(l_ip),
     m_clientPORT(l_port), m_lastHeartbeat(l_heartbeat), 
     m_heartbeatWaiting(false), m_heartbeatRetry(0), m_latency(0)
   {}

   ClientInfo&amp...
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