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Raimondas Pupius - Mastering SFML Game Development

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Raimondas Pupius Mastering SFML Game Development

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Create complex and visually stunning games using all the advanced features available in SFML development About This Book - Build custom tools, designed to work with your specific game. - Use raw modern OpenGL and go beyond SFML. - Revamp your code for better structural design, faster rendering, and flashier graphics. - Use advanced lighting techniques to add that extra touch of sophistication. - Implement a very fast and efficient particle system by using a cache-friendly design. Who This Book Is For This book is ideal for game developers who have some basic knowledge of SFML and also are familiar with C++ coding in general. No knowledge of OpenGL or even more advanced rendering techniques is required. You will be guided through every bit of code step by step. What You Will Learn - Dive deep into creating complex and visually stunning games using SFML, as well as advanced OpenGL rendering and shading techniques - Build an advanced, dynamic lighting and shadowing system to add an extra graphical kick to your games and make them feel a lot more dynamic - Craft your own custom tools for editing game media, such as maps, and speed up the process of content creation - Optimize your code to make it blazing fast and robust for the users, even with visually demanding scenes - Get a complete grip on the best practices and industry grade game development design patterns used for AAA projects In Detail SFML is a cross-platform software development library written in C++ with bindings available for many programming languages. It provides a simple interface to the various components of your PC, to ease the development of games and multimedia applications. This book will help you become an expert of SFML by using all of its features to its full potential. It begins by going over some of the foundational code necessary in order to make our RPG project run. By the end of chapter 3, we will have successfully picked up and deployed a fast and efficient particle system that makes the game look much more live. Throughout the next couple of chapters, you will be successfully editing the game maps with ease, all thanks to the custom tools were going to be building. From this point on, its all about making the game look good. After being introduced to the use of shaders and raw OpenGL, you will be guided through implementing dynamic scene lighting, the use of normal and specular maps, and dynamic soft shadows. However, no project is complete without being optimized first. The very last chapter will wrap up our project by making it lightning fast and efficient. Style and approach This book uses a step by step approach by breaking the problems down into smaller, much more manageable obstacles, and guiding the reader through them with verified, flexible, and autonomous solutions.

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Mastering SFML Game Development

Mastering SFML Game Development

Copyright 2017 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author(s), nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: January 2017

Production reference: 1240117

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham

B3 2PB, UK.

ISBN 978-1-78646-988-5

www.packtpub.com

Credits

Author

Raimondas Pupius

Copy Editor

Safis Editing

Reviewer

Maxime Barbier

Project Coordinator

Kinjal Bari

Commissioning Editor

Amarabha Banerjee

Proofreader

Safis Editing

Acquisition Editor

Reshma Raman

Indexer

Mariammal Chettiyar

Content Development Editor

Amrita Noronha

Graphics

Kirk D'Penha

Technical Editor

Sneha Hanchate

Production Coordinator

Arvindkumar Gupta

About the Author

Raimondas Pupiusis a game development enthusiast from Lithuania, currently working towards getting a degree in software engineering, as well as a few projects of his own. Having started his unofficial education in this field at the age of 9 and being introduced to video games even prior to that has guided him to this particular career choice, which was only strengthened by the experience earned from his first book SFML Game Development By Example. The ultimate dream is, of course, starting a company of his own and making professional games for a living. His other interests include web development, which was his primary interest before game development, music and linguistics.

First, I would like to express my deepest thanks to Prachi Bisht for offering me the opportunity to write another book and bringing me on board. In addition to that, I would like to thank Amrita Noronha, Mamata Walkar, and all of the reviewing staff for being so great to work with and handling the production duties.

Lastly, I would like to thank my mom, my grandmother and my beautiful wife, as well as her entire family for showing me endless love and support throughout this entire ordeal. I wouldnt be where I am today without your kindness, understanding, and patience during my late night binge-writing. This book is dedicated to you!

About the Reviewer

Barbier Maximeis a software engineer at Rennes in France. He loves programming crazy things or experiments, and shares them to the open source community on Github since 2010, and really like game programming. As his favorite technology is C++ he has become an expert with it. He has also developed severals libraries and games with this language. Game programming is a hobby for him, and he really likes the challenges involved by such project. He also loves sharing his knowledge with other people, that was the main reason of it's activity on the open source community.

He had wrote the book SFML Blueprints and has comments others such as SFML Game Development and Getting Started with OUYA.

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