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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

Chapter 14. Come Play with Us! – Multiplayer Subtleties

Lots of great things in this world have incredibly humble beginnings. The contents of this book, from cover to cover, tell a story of a journey that began with nothing more than an interest and the will to create. Now that we're at the climax of our tale, why not end with a bang? Let's bring things back full circle and combine the framework we've developed with capabilities of networking to bring the third project of this book into new light! Let's connect our players not just through means of simple information exchange, but also through gameplay.

In this chapter, we're going to cover:

  • Building a game server that supports previously implemented mechanics
  • Exchanging entity data over a network
  • Transforming existing game code into a client application
  • Implementing player versus player combat
  • Hiding network latency by smoothing out entity movement

There's a lot of code to cover, so let's get...

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