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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

Chapter 14. Come Play with Us! – Multiplayer Subtleties

Lots of great things in this world have incredibly humble beginnings. The contents of this book, from cover to cover, tell a story of a journey that began with nothing more than an interest and the will to create. Now that we're at the climax of our tale, why not end with a bang? Let's bring things back full circle and combine the framework we've developed with capabilities of networking to bring the third project of this book into new light! Let's connect our players not just through means of simple information exchange, but also through gameplay.

In this chapter, we're going to cover:

  • Building a game server that supports previously implemented mechanics
  • Exchanging entity data over a network
  • Transforming existing game code into a client application
  • Implementing player versus player combat
  • Hiding network latency by smoothing out entity movement

There's a lot of code to cover, so let's get...

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