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 making it past the halfway point of this book! All of the code that was written, the design decisions, accounting for efficiency, and trial and error has brought you to this point. While the game we built is fairly basic, its architecture is also quite robust and expandable, and that is no small feat. Although some things in it may not be perfect, you have also followed the golden rule of getting it working first, before refining it, and now you have quite a few game design patterns under your belt to start building more complex game applications, as well as a solid code-base to expand and improve.

With the conclusion of this chapter, the second project of the book is officially finished. We have solved some quite tricky problems, written thousands of lines of code, and broadened our understanding of the game development process beyond the stages of myopic, callow naïveté, but the real adventure is still ahead of us. We may not know where it will ultimately lead...