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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

Developing the game client

With proper backend support from the server, we can now focus entirely on client-side details and spoil ourselves a little with pretty visuals that always yield that sense of accomplishment a lot quicker than anything that runs in the background. Let's start by creating the client's own version of NetSettings.h:

#define NET_RENDER_DELAY 100 // ms.
#define PLAYER_UPDATE_INTERVAL 50 // ms

We have a couple of macros to work with here. First is the expected delay between what's being rendered on screen and real time. This means that technically we're going to be rendering all action about 100 milliseconds in the past. The second macro is the interval at which we're going to be sending updates to the server. 50 milliseconds gives us plenty of time to gather a few input states and let the server know what's going on.

Entity component system expansions

As in the case of the server, additional components and systems are necessary if we want to...

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