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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

Summary

Congratulations! You have made it to the end! It has been quite a journey to take. With nothing more than some basic tools and concentrated effort, we have managed to create a small world. It may not have that much content in it, but that's where you come in. Just because you are done reading this book doesn't mean that either one of the three projects we covered is finished. In fact, this is only the beginning. Although we have covered a lot, there's still a plethora of features that you can implement on your own, such as different types of enemies, selectable player skins for the last project, magic and ranged attacks, animated map tiles, map transitions for the last project, a chat system, levels and experience for our RPG, and much more. Undoubtedly, you must have your own ideas and mechanics in mind that should instead be brought forth and realized in your games. Don't stop now; keep the flow going and get to coding!

Thank you so much for reading, and remember...

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