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

The entity component system


The entity component system is a programming pattern, which allows entities to possess properties and functionality through the means of composition, as opposed to inheritance. The biggest benefits of using this pattern include stronger decoupling of logic, easier serialization and de-serialization of entities, better reusability of code and ease of creating new entities. It does, however, add a fair bit of complexity to your code base.

The typical implementation of this pattern consists of three parts:

  • Entities: In most cases, entities are barely anything more than identifiers, slapped on a collection of components

  • Components: These are the building blocks of entities, that are nothing more than collections of data

  • Systems: These are specialized classes that deal with a very specific task and are responsible for holding all of the logic in this paradigm

In addition to working with these three distinct types of elements, our entity component system is also going...