Cover image for SFML Game Development.
SFML Game Development.
Title:
SFML Game Development.
Author:
Moreira, Artur.
ISBN:
9781849696852
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (330 pages)
Contents:
SFML Game Development -- Table of Contents -- SFML Game Development -- Credits -- Foreword -- About the Authors -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Errata -- Piracy -- Questions -- 1. Making a Game Tick -- Introducing SFML -- Downloading and installation -- A minimal example -- A few notes on C++ -- Developing the first game -- The Game class -- Game loops and frames -- Input over several frames -- Vector algebra -- Frame-independent movement -- Fixed time steps -- Other techniques related to frame rates -- Displaying sprites on the screen -- File paths and working directories -- Real-time rendering -- Adapting the code -- Summary -- 2. Keeping Track of Your Textures - Resource Management -- Defining resources -- Resources in SFML -- Textures -- Images -- Fonts -- Shaders -- Sound buffers -- Music -- A typical use case -- Graphics -- Audio -- Acquiring, releasing, and accessing resources -- An automated approach -- Finding an appropriate container -- Loading from files -- Accessing the textures -- Error handling -- Boolean return values -- Throwing exceptions -- Assertions -- Generalizing the approach -- Compatibility with sf::Music -- A special case - sf::Shader -- Summary -- 3. Forge of the Gods - Shaping Our World -- Entities -- Aircraft -- Alternative entity designs -- Rendering the scene -- Relative coordinates -- SFML and transforms -- Scene graphs -- Scene nodes -- Node insertion and removal -- Making scene nodes drawable -- Drawing entities -- Connecting entities with resources -- Aligning the origin -- Scene layers -- Updating the scene.

One step back - absolute transforms -- The view -- Viewport -- View optimizations -- Resolution and aspect ratio -- View scrolling -- Zoom and rotation -- Landscape rendering -- SpriteNode -- Landscape texture -- Texture repeating -- Composing our world -- World initialization -- Loading the textures -- Building the scene -- Update and draw -- Integrating the Game class -- The run() method -- Summary -- 4. Command and Control - Input Handling -- Polling events -- Window events -- Joystick events -- Keyboard events -- Mouse events -- Getting the input state in real time -- Events and real-time input - when to use which -- Delta movement from the mouse -- Playing nice with your application neighborhood -- A command-based communication system -- Introducing commands -- Receiver categories -- Command execution -- Command queues -- Handling player input -- Commands in a nutshell -- Implementing the game logic -- A general-purpose communication mechanism -- Customizing key bindings -- Why a player is not an entity -- Summary -- 5. Diverting the Game Flow - State Stack -- Defining a state -- The state stack -- Adding states to StateStack -- Handling updates, input, and drawing -- Input -- Update -- Draw -- Delayed pop/push operations -- The state context -- Integrating the stack in the Application class -- Navigating between states -- Creating the game state -- The title screen -- Main menu -- Pausing the game -- The loading screen - sample -- Progress bar -- ParallelTask -- Thread -- Concurrency -- Task implementation -- Summary -- 6. Waiting and Maintenance Area - Menus -- The GUI hierarchy, the Java way -- Updating the menu -- The promised key bindings -- Summary -- 7. Warfare Unleashed - Implementing Gameplay -- Equipping the entities -- Introducing hitpoints -- Storing entity attributes in data tables -- Displaying text -- Creating enemies.

Movement patterns -- Spawning enemies -- Adding projectiles -- Firing bullets and missiles -- Homing missiles -- Picking up some goodies -- Collision detection and response -- Finding the collision pairs -- Reacting to collisions -- An outlook on optimizations -- An interacting world -- Cleaning everything up -- Out of view, out of the world -- The final update -- Victory and defeat -- Summary -- 8. Every Pixel Counts - Adding Visual Effects -- Defining texture atlases -- Adapting the game code -- Low-level rendering -- OpenGL and graphics cards -- Understanding render targets -- Texture mapping -- Vertex arrays -- Particle systems -- Particles and particle types -- Particle nodes -- Emitter nodes -- Affectors -- Embedding particles in the world -- Animated sprites -- The Eagle has rolled! -- Post effects and shaders -- Fullscreen post effects -- Shaders -- The bloom effect -- Summary -- 9. Cranking Up the Bass - Music and Sound Effects -- Music themes -- Loading and playing -- Use case - In-game themes -- Sound effects -- Loading, inserting, and playing -- Removing sounds -- Use case - GUI sounds -- Sounds in 3D space -- The listener -- Attenuation factor and minimum distance -- Positioning the listener -- Playing spatial sounds -- Use case - In-game sound effects -- Summary -- 10. Company Atop the Clouds - Co-op Multiplayer -- Playing multiplayer games -- Interacting with sockets -- TCP -- UDP -- Socket selectors -- Custom protocols -- Data transport -- Network architectures -- Peer-to-peer -- Client-server architecture -- Authoritative servers -- Creating the structure for multiplayer -- Working with the Server -- Server thread -- Server loop -- Peers and aircraft -- Hot Seat -- Accepting new clients -- Handling disconnections -- Incoming packets -- Studying our protocol -- Understanding the ticks and updates -- Synchronization issues.

Taking a peek in the other end - the client -- Client packets -- Transmitting game actions via network nodes -- The new pause state -- Settings -- The new Player class -- Latency -- Latency versus bandwidth -- View scrolling compensation -- Aircraft interpolation -- Cheating prevention -- Summary -- Index.
Abstract:
SFML Game Development is a fast-paced, step-by-step guide, providing you with all the knowledge and tools you need to create your first game using SFML 2.0.SFML Game Development addresses ambitious C++ programmers who want to develop their own game. If you have plenty of ideas for an awesome and unique game, but don't know how to start implementing them, then this book is for you. The book assumes no knowledge about SFML or game development, but a solid understanding of C++ is required.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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