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SFML Game Development By Example

You're reading from   SFML Game Development By Example Create and develop exciting games from start to finish using SFML

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785287343
Length 522 pages
Edition 1st Edition
Languages
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Author (1):
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Raimondas Pupius Raimondas Pupius
Author Profile Icon Raimondas Pupius
Raimondas Pupius
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Toc

Table of Contents (16) Chapters Close

Preface 1. It's Alive! It's Alive! – Setup and First Program 2. Give It Some Structure – Building the Game Framework FREE CHAPTER 3. Get Your Hands Dirty – What You Need to Know 4. Grab That Joystick – Input and Event Management 5. Can I Pause This? – Application States 6. Set It in Motion! – Animating and Moving around Your World 7. Rediscovering Fire – Common Game Design Elements 8. The More You Know – Common Game Programming Patterns 9. A Breath of Fresh Air – Entity Component System Continued 10. Can I Click This? – GUI Fundamentals 11. Don't Touch the Red Button! – Implementing the GUI 12. Can You Hear Me Now? – Sound and Music 13. We Have Contact! – Networking Basics 14. Come Play with Us! – Multiplayer Subtleties Index

Creating a simple communication protocol

Having covered all of the basics, we're finally ready to get designing! The first choice we need to make is which protocol suits our needs better. Losing packets in a real-time application like this is not a tragedy. It's more important that data is sent and received as quickly as possible in order to update the player and all of the entities in the game. Since TCP is a slower protocol and we would not benefit from the extra measures it takes to deliver data in order, the choice is clear. User datagram protocol is the way to go.

Let's flesh out some details of the system we're going to be building by first defining some packet types that are going to be exchanged between the server and client, as well as deciding on the type of the packet identifier. This information will be held inside the PacketTypes.h header:

using PacketID = sf::Int8;
enum class PacketType{
  Disconnect = -1, Connect, Heartbeat, Snapshot,
  Player_Update, Message...
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