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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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Table of Contents (16) Chapters Close

Preface 1. It's Alive! It's Alive! – Setup and First Program FREE CHAPTER 2. Give It Some Structure – Building the Game Framework 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

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.

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