SFML Blueprints

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Packt Publishing, 2015. — 298 с. — ISBN 978-1-78439-577-3.
Throughout this book, I'll try to share my knowledge on how to make video games and share them with you. Five different projects will be covered, which include many techniques and ways to resolve quite commons problems involved in game development.
The technologies used are the C++ programming language (2011 standard) and
the SFML library (version 2.2).
Many aspects of game programming are developed over the different chapters and give you all the keys in hand to build every kind of game you want in 2D, with the only limit of your imagination.
What this book covers
Chapter 1, Preparing the Environment, helps you install everything needed for this book, and build a small application using SFML to test whether everything is fine.
Chapter 2, General Game Architecture, User Inputs, and Resource Management, explains general game architectures, managing user inputs and finally, how to keep track of external resources.
Chapter 3, Making an Entire 2D Game, helps you build Asteroid and Tetris clones, learning entity models and board management.
Chapter 4, Playing with Physics, provides a description of physical engines. It also covers the usage of Box2D paired with SFML, and turns our Tetris into a new
game, Gravitris.
Chapter 5, Playing with User Interfaces, helps you create and use a game user interface. It introductes you to SFGUI and adding them to our Gravitris game.
Chapter 6, Boost Your Code Using Multithreading, introduces multithreading and
adapts our game to use it.
Chapter 7, Building a Real-time Tower Defense Game from Scratch – Part 1, helps you
create animations, a generic tile map system (isometric hexagonal tiles), and an
entity system. Finally, you will create all the game logic.
Chapter 8, Build a Real-time Tower Defense Game from Scratch – Part 2, Networking,
introduces network architectures and networking. It helps you create a custom
communication protocol, and modify our game to allow multiplayer matches over
the network. Then, we finally add a save/load option to our game using Sqlite3
through an ORM.

Author(s): Barbier M.

Language: English
Commentary: 1866752
Tags: Библиотека;Компьютерная литература;Разработка игр