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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
Languages
Tools
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Authors (4):
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Artur Moreira Artur Moreira
Author Profile Icon Artur Moreira
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

Latency


Programming and maintaining efficient server software is already a very hard task; however, to add even more complexity to this duty, we must deal with latency too. This topic is very broad but we will still try to give you some starting tips on how to deal with these issues.

Roughly, latency is the delay a network packet takes to reach its destination. The bigger the latency, the more we get behind in the networked simulation, and in consequence, the gameplay gets worse.

This little nightmare is one of the hardest troubles to deal with in network programming. It will make players have a different experience based on their connection and other network conditions, that is, it will make the game very smooth for some players while completely unplayable for others; it will be a mess. Unfortunately, it is not in the hands of the programmer to deal with the network's latency at all. A programmer can at best prepare the software to behave a little better in the worst case scenarios, where...

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