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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
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Authors (4):
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Artur Moreira Artur Moreira
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Artur Moreira
Jan Haller Jan Haller
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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

Data transport


We already know some things about how sockets behave and their inner workings, but we only talked about sending and receiving data in an abstract way. We referred to the data as arrays of bytes, which we simply send and receive, but how is it done?

Indeed, what is passed on through the network is merely a block of data, a collection of raw bytes. Therefore, it must be sent in a way that can be read again by the remote machine. Your data could be anything, text, numbers, images, sound, or pretty much anything that is digital.

For this, we pack and unpack our data into a byte array when sending/receiving it! When we use the term packet, we refer to a collection of bytes, which contain one or more primitives (integers, floats, and others). This is very efficient from the perspective that we don't have additional overhead for sending multiple primitives; they all go at once in the same byte array. However, we have a per-packet overhead, namely the packet headers that are required...

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