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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

Multi-threading

Having blocking functions in your code can be a real nuisance. Listening for incoming network connections or data, asking users to input something into the console, or even loading game data, like textures, maps, or sounds, can block a program from executing until it's done. Have you ever wondered how certain games have a loading bar that actually moves while the data is being loaded? How can that be done with code that is executed sequentially? The answer to that is multi-threading. Your application runs all its code sequentially from top to bottom in something referred to as the main thread. It is not a program, as it can't exist by itself. Instead, a thread only runs within your application. The beauty of this is that multiple threads can exist and run all at once, which enables parallel code execution. Consider the following diagram:

Multi-threading

Let's say that the entire application space is the main thread, and all we do here is update and render the game. The example...

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