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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 – 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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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


Reading through this chapter, you learned a whole new mechanism to handle input and deliver it correctly to the game's entities. It may not be the simplest concept you will come across, but it certainly pays off later, when you see it under heavier action. Not only have we played with event delivering systems, but we also paid a lot of attention on how to capture input and handle every detail about it. This is essential for every game, after all, who would like to play a game that plays itself?

After having a basic world scene with robust behaviors and features, it is now time to start looking at other phases of a game's development. In other words, the next chapter will cover mechanisms which are not directly related to the game's mechanics and systems, but that instead allow a coherent flow between multiple parts of a game, such as the pause and main menu, the game itself and others that you will encounter. Therefore, expect a lot of interesting information on handling this kind...

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