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SFML Game Development By Example

SFML Game Development By Example

By : Pupius
3.9 (22)
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SFML Game Development By Example

SFML Game Development By Example

3.9 (22)
By: 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 (16 chapters)
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15
Index

Chapter 6. Set It in Motion! – Animating and Moving around Your World

Our first game, while functional, certainly wasn't that visually appealing, at least not for this century. First of all, the graphics barely represented what they were supposed to. Referring to a chain of blocks as a snake was the only thing that gave the player an idea of what they were in control of. The second staple of an older design was the static camera position. While it is a design choice in a game like Snake, more complex genres would be crippled by such a limitation. Titles like Super Mario Bros rely on the fact that the game world extends beyond the boundaries of your screen, not only because of visual appeal, but also because of the ability to build a larger game world that doesn't have to fit within a certain pre-designated rectangle. A simple decision to represent game characters with images instead of basic shapes, as well as providing the means for the screen to be moved opens...

Visually different images
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SFML Game Development By Example
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