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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 1. It's Alive! It's Alive! – Setup and First Program

The proud feeling of building something is a powerful one. Coupled with the thrill of exploration, it hardly makes it difficult to narrow down why most of our fellow game developers do what they do. Although creation is a major force in this process, failure governs it, much like any other subject. Sooner or later, all of us will be placed in a situation where a brick wall not only derails the development of a given project, but maybe even kills the motivation to work on it. Having a good resource to fall back on is crucial during those times, especially for new developers who are just now getting their hands dirty, and that's where we come in. Our goal is to pass on the experience in the most hands-on approach by developing real projects during the course of this book.

In this chapter, we're going to be covering:

  • Setting up SFML on your machine and IDE
  • Flow of an average SFML application
  • Opening and managing windows
  • Basics of rendering

The purpose of this chapter is to ease you into the process of developing games using Simple and Fast Multimedia Library (SFML). Let's get started by first tackling the setup process!

You have been reading a chapter from
SFML Game Development By Example
Published in: Dec 2015
Publisher:
ISBN-13: 9781785287343
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