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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

Developing the game client

With proper backend support from the server, we can now focus entirely on client-side details and spoil ourselves a little with pretty visuals that always yield that sense of accomplishment a lot quicker than anything that runs in the background. Let's start by creating the client's own version of NetSettings.h:

#define NET_RENDER_DELAY 100 // ms.
#define PLAYER_UPDATE_INTERVAL 50 // ms

We have a couple of macros to work with here. First is the expected delay between what's being rendered on screen and real time. This means that technically we're going to be rendering all action about 100 milliseconds in the past. The second macro is the interval at which we're going to be sending updates to the server. 50 milliseconds gives us plenty of time to gather a few input states and let the server know what's going on.

Entity component system expansions

As in the case of the server, additional components and systems are necessary if we want to...

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