Book Image

SFML Game Development By Example

By : Raimondas Pupius
Book Image

SFML Game Development By Example

By: Raimondas Pupius

Overview of this book

Simple and Fast Multimedia Library (SFML) is a simple interface comprising five modules, namely, the audio, graphics, network, system, and window modules, which help to develop cross-platform media applications. By utilizing the SFML library, you are provided with the ability to craft games quickly and easily, without going through an extensive learning curve. This effectively serves as a confidence booster, as well as a way to delve into the game development process itself, before having to worry about more advanced topics such as “rendering pipelines” or “shaders.” With just an investment of moderate C++ knowledge, this book will guide you all the way through the journey of game development. The book starts by building a clone of the classical snake game where you will learn how to open a window and render a basic sprite, write well-structured code to implement the design of the game, and use the AABB bounding box collision concept. The next game is a simple platformer with enemies, obstacles and a few different stages. Here, we will be creating states that will provide custom application flow and explore the most common yet often overlooked design patterns used in game development. Last but not the least, we will create a small RPG game where we will be using common game design patterns, multiple GUI. elements, advanced graphical features, and sounds and music features. We will also be implementing networking features that will allow other players to join and play together. By the end of the book, you will be an expert in using the SFML library to its full potential.
Table of Contents (21 chapters)
SFML Game Development By Example
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Summary


Congratulations on finishing the second chapter of this book! As mentioned previously, it is imperative that you understand everything covered in this chapter, since everything that follows will rely heavily on what we covered here.

Smooth and consistent results on different platforms and under different conditions are just as important as a good structure of an application, which is yet another layer of lasagna, if you will. Upon successful completion of this chapter, you are left yet again with sufficient knowledge to produce applications that can utilize both fixed and variable time-steps in order to create simulations that run identically and independently of the underlying architecture.

Finally, we will leave you with a piece of good advice. The first few chapters are something most readers follow relatively closely and literally. While that's an acceptable way of doing things, we'd prefer you to use this more like a guide instead of a recipe. The most amazing thing about human...