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.