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SFML Game Development

You're reading from   SFML Game Development If you've got a firm grasp of C++ with a secret hankering to create a great game, this book is for you. Every practical aspect of programming an interactive game world is here – the only real limit is your imagination.

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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849696845
Length 296 pages
Edition 1st Edition
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Authors (4):
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Artur Moreira Artur Moreira
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Artur Moreira
Jan Haller Jan Haller
Author Profile Icon Jan Haller
Jan Haller
 SFML SFML
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SFML
Henrik Valter Vogelius Henrik Valter Vogelius
Author Profile Icon Henrik Valter Vogelius
Henrik Valter Vogelius
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Toc

Table of Contents (18) Chapters Close

SFML Game Development
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Making a Game Tick 2. Keeping Track of Your Textures – Resource Management FREE CHAPTER 3. Forge of the Gods – Shaping Our World 4. Command and Control – Input Handling 5. Diverting the Game Flow – State Stack 6. Waiting and Maintenance Area – Menus 7. Warfare Unleashed – Implementing Gameplay 8. Every Pixel Counts – Adding Visual Effects 9. Cranking Up the Bass – Music and Sound Effects 10. Company Atop the Clouds – Co-op Multiplayer Index

Chapter 10. Company Atop the Clouds – Co-op Multiplayer

After a long journey through to the book, with lots of lessons learned, we have now arrived at the last chapter. This is where we will handle a topic with growing importance in the modern times—networking. This subject shall not be overlooked as it can be very difficult to learn and implement. It is complicated enough for people to actually dedicate their careers on dealing exclusively with it. Usually network programmers are very experienced and good at it, so they can do it efficiently and provide a good multiplayer gameplay to the end users.

Obviously, even if we wanted to, we couldn't teach every single thing about network programming, good practices, and different implementations. However, we try to pass on some knowledge on how to achieve a multiplayer experience, keeping things as simple as possible. Based on the game we've built so far throughout the book, we now add two new concepts: local cooperation and actual network gameplay...

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