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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

Index

A

  • ACK (acknowledgement) packet
    • about / TCP protocol specifics
  • alpha channel
    • about / Implementing the interface class
  • application programming interface (API)
    • about / What is SFML?
  • application states
    • common mistakes / Common mistakes
  • ASCII characters
    • URL / Implementing the interface class
  • audio manager
    • defining / Audio manager
  • automated resource management
    • about / Automated resource management
    • resource manager, designing / Designing a resource manager
    • texture manager, implementing / Implementing the texture manager

B

  • base animation class
    • about / The base animation class
    • implementing / Implementing the base animation class
  • base entity class
    • creating / Creating the base entity class
    • collisions / Collisions and bounding boxes
    • bounding boxes / Collisions and bounding boxes
    • implementing / Implementing the base entity class
    • entity-on-tile collisions / Entity-on-tile collisions
  • base system...
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