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

Designing the systems


With the data side of this paradigm being accounted for, the last remaining component remains to be the system. As the name loosely implies, systems are responsible for handling all of the logic that takes place inside and between components. Things ranging from sprites being rendered to collision checks are all handled by their own, respective systems to ensure complete separation between non-overlapping parts of the game. At least, that's how it should play out in an ideal world. In reality, as hard as one tries to decouple and categorize logic or data, some things still remain loosely connected, which is just the nature of the beast. Information still has to be traded between systems, however. Certain functionality also needs to be invoked as a consequence of a totally unrelated system's actions. To put it simply, there needs to be a way for systems to talk to each other without them knowing anything about how the other one works.

Entity events

A fairly simplistic...