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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 ‚Äì 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

Summary


We had to cover a lot of ground in this chapter. We have explained the most basic concepts that are required to create a game; concepts that you should always have present in order to save yourself from losing time in such issues, and instead, focus on making a great game.

In this chapter we:

  • Learned what SFML is, and what functionality it provides

  • Listened to input, and moved the player over several frames

  • Rendered an image to the screen

  • Learned about game loops and delta times, and saw the strengths and weaknesses of different approaches to handle time steps.

And if you are interested in how you would measure your FPS and render that to the screen, then have a look at the code base. We have implemented that functionality there, and it is based on the subjects we have already covered. We would recommend you try yourself; the only things you need are sf::Text and sf::Font in order to render text on the screen. You can learn more about these classes in SFML's API documentation at www.sfml-dev.org.

This concludes our introduction chapter. From now on we are going to investigate different aspects of SFML and game development in a more detailed manner. In the next chapter, we start with resource handling, which explains the backgrounds behind textures, fonts, and other resources.

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