Book Image

SFML Game Development

By : Artur Moreira, Henrik Vogelius Hansson, Jan Haller, Henrik Valter Vogelius, SFML
Book Image

SFML Game Development

By: Artur Moreira, Henrik Vogelius Hansson, Jan Haller, Henrik Valter Vogelius, SFML

Overview of this book

Game development comprises the combination of many different aspects such as game logics, graphics, audio, user input, physics and much more. SFML is an Open Source C++ library designed to make game development more accessible, exposing multimedia components to the user through a simple, yet powerful interface. If you are a C++ programmer with a stack of ideas in your head and seeking a platform for implementation, your search ends here.Starting with nothing more than a blank screen, SFML Game Development will provide you with all the guidance you need to create your first fully featured 2D game using SFML 2.0. By the end, you'll have learned the basic principles of game development, including advanced topics such as how to network your game, how to utilize particle systems and much more.SFML Game Development starts with an overview of windows, graphics, and user inputs. After this brief introduction, you will start to get to grips with SFML by building up a world of different game objects, and implementing more and more gameplay features. Eventually, you'll be handling advanced visual effects, audio effects and network programming like an old pro. New concepts are discussed, while the code steadily develops.SFML Game Development will get you started with animations, particle effects and shaders. As well as these fundamental game aspects, we're also covering network programming to the extent where you'll be able to support the game running from two different machines. The most important part, the gameplay implementation with enemies and missiles, will make up the core of our top-scrolling airplane shoot' em-up game!You will learn everything you need in SFML Game Development in order to start with game development and come closer to creating your own game.
Table of Contents (18 chapters)
SFML Game Development
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Sounds in 3D space


The most interesting part about sound effects is yet to come. An immersive atmosphere only builds up if sounds are properly located within the game world. Like graphical objects, sounds can have a position.

The coordinate system for sounds is three-dimensional. SFML's sound API works with the sf::Vector3f type, a 3D vector with the members x, y, and z. SFML internally uses Open Audio Library (OpenAL), an interface for low-level audio functionality, which is also the origin of the sound spatialization concepts we are going to discuss here. Spatializing sounds means nothing more than to locate them in the 3D space, that is, to give them a spatial representation.

The listener

The audition of spatial sound effects depends on the listener. A useful analogy is to compare the listener with your head. The listener's location and orientation can be described with the following three 3D vectors:

  • Position: This vector describes where the listener is located in 3D space.

  • Up: This vector...