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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

What this book covers

Chapter 1, It's Alive! It's Alive! – Setup and First Program, covers the fundamentals that are necessary in order to build basic SFML applications.

Chapter 2, Give It Some Structure – Building the Game Framework, introduces a better framework for the applications that will be used throughout the book. It also covers the basics of timing in video games.

Chapter 3, Get Your Hands Dirty – What You Need to Know, helps solidify all the information from the previous chapters by finishing our first game project.

Chapter 4, Grab That Joystick – Input and Event Management, elaborates on the process of obtaining a window event and peripheral information as well as using it in an automated way.

Chapter 5, Can I Pause This? – Application States, addresses the issue of state switching and blending using a state machine.

Chapter 6, Set It in Motion! – Animating and Moving around Your World, deals with the issues of screen scrolling and resource management as well as the usage and animation of sprite sheets.

Chapter 7, Rediscovering Fire – Common Game Design Elements, wraps up the second project of the book by dealing with entity management, tile-maps, and collision.

Chapter 8, The More You Know – Common Game Programming Patterns, introduces the third project of the book by covering the fundamentals of a few common programming patterns, including the entity component system.

Chapter 9, A Breath of Fresh Air – Entity Component System Continued, focuses on building common game functionality by breaking it down to its components and systems.

Chapter 10, Can I Click This? – GUI Fundamentals, breaks down how a graphical user interface can be implemented using the fundamental data types.

Chapter 11, Don't Touch the Red Button! – Implementing the GUI, picks up where the previous chapter left off and wraps up the implementation of a GUI system. We also discuss three basic element types.

Chapter 12, Can You Hear Me Now? – Sound and Music, livens up the third project of the book by bringing entity sounds and music to the table.

Chapter 13, We Have Contact! – Networking Basics, covers all the basics that are required in order to implement networking in our final project.

Chapter 14, Come Play with Us! – Multiplayer Subtleties, transforms the final project of the book into a multiplayer RPG-style death match with the application of a client-server network model as well as a combat system.

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