What this book covers
Chapter 1, Preparing the Environment, helps you install everything needed for this book, and build a small application using SFML to test whether everything is fine.
Chapter 2, General Game Architecture, User Inputs, and Resource Management, explains general game architectures, managing user inputs and finally, how to keep track of external resources.
Chapter 3, Making an Entire 2D Game, helps you build Asteroid and Tetris clones, learning entity models and board management.
Chapter 4, Playing with Physics, provides a description of physical engines. It also covers the usage of Box2D paired with SFML, and turns our Tetris into a new game, Gravitris.
Chapter 5, Playing with User Interfaces, helps you create and use a game user interface. It introductes you to SFGUI and adding them to our Gravitris game.
Chapter 6, Boost Your Code Using Multithreading, introduces multithreading and adapts our game to use it.
Chapter 7, Building a Real-time Tower Defense Game from Scratch – Part 1, helps you create animations, a generic tile map system (isometric hexagonal tiles), and an entity system. Finally, you will create all the game logic.
Chapter 8, Build a Real-time Tower Defense Game from Scratch – Part 2, Networking, introduces network architectures and networking. It helps you create a custom communication protocol, and modify our game to allow multiplayer matches over the network. Then, we finally add a save/load option to our game using Sqlite3 through an ORM.