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Jan Haller - SFML Game Development

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Jan Haller SFML Game Development

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Learn how to use SFML 2.0 to develop your own feature-packed game

Overview

  • Develop a complete game throughout the book
  • Learn how to use modern C++ styles to create a fully optimized game and support for all major operating systems
  • Fully network your game for awesome multiplayer action
  • Step-by-step guide to developing your game using C++ and SFML

In Detail

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, youll 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, youll 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, were also covering network programming to the extent where youll 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.

What you will learn from this book

  • Learn the basics of SFML and render an airplane to the screen.
  • Create a game world to play in using entities and handle input from the player
  • Make your game richer with support menus, settings, and other states
  • Implement the foundation for a GUI library
  • Populate the world with enemies and let them interact
  • Load resources like textures from the hard drive and learn about resource management
  • Animate the game object, build a particle system and look behind the scenes of rendering
  • Add music and sound effects to your game to create an immersive gaming experience
  • Implement multiplayer over a network to indulge in gameplay over the Internet

Approach

SFML Game Development is a fast-paced, step-by-step guide, providing you with all the knowledge and tools you need to create your first game using SFML 2.0

Jan Haller: author's other books


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Index
A
  • AcceptCoopPartne /
  • affectors
    • about /
  • Aircraft$$launchMissile() function /
  • Aircraft class /
  • Aircraft constructor /
  • aircraftIdentifiers variable /
  • AND operator /
  • animated sprites
    • about /
  • Application class
    • stack, integrating /
  • application programming interface (API) /
  • apply() function /
  • Artificial Intelligence (AI) /
  • aspect ratio
    • about /
  • assertions
    • about /
  • assignKey() function /
  • attenuation factor
    • about /
  • Audacity software
    • URL /
  • audio
    • about /
  • audio module, SFML /
B
  • bandwidth
    • versus latency /
    • vew scrolling compensation /
  • bloom effect
    • about /
  • Boolean return values
    • about /
  • bounding rectangle /
  • BroadcastMessage /
  • bullets
    • firing /
  • Button$$activate() method /
  • Button object /
C
  • C++
    • about /
  • centerOrigin() function /
  • checkMissionEnd() /
  • checkProjectileLaunch() function /
  • checkSceneCollision() function /
  • circle tree
    • about /
  • client
    • about /
    • packets /
    • game actions transmitting, network modes used /
    • pause state /
    • settings screen /
    • player class /
  • Closed event /
  • CMake /
  • collision
    • detecting /
    • pairs, finding /
    • reacting to /
  • collision() function /
  • command-based communication system
    • about /
  • command execution /
  • CommandQueue class
    • about /
    /
  • command queues
    • about /
  • commands
    • about /
    • overview /
  • Component$$handleEvent() function /
  • component-based design /
  • Component class /
  • concurrency /
  • container
    • finding /
  • createProjectile() function /
  • createState() method /
  • culling
    • about /
  • custom protocol
    • about /
D
  • 3D space
    • sounds /
  • 3D vectors
    • position /
    • up /
    • direction /
  • data tables
    • entity attributes, storing /
  • data transport
    • about /
  • delta movement, mouse /
  • delta time /
  • destroy() function /
  • direction, 3D vectors /
  • DirectX
    • about /
  • double buffering /
  • draw
    • handling /
  • draw() function /
  • draw() method /
  • draw call
    • about /
  • drawCurrent() function /
E
  • EmitterNode and ParticleNode
    • splitting /
  • emitter nodes
    • about /
  • emitters
    • about /
  • enemies
    • about /
    • movement patterns /
    • spawning /
  • entities
    • about /
    • Aircrafts /
    • designs, alternative /
    • drawing /
    • connecting, with resources /
    • equipping /
    • attributes, storing in data tables /
    • text, displaying /
  • Entity$$draw() function /
  • Entity, base class /
  • erase() /
  • error
    • handling /
  • events
    • about /
    • and real-time input /
  • exceptions
    • throwing /
  • executionThread() /
F
  • FIFO (first in, first out) /
  • file paths
    • about /
  • Finite State Machine (FSM) /
  • fire() function /
  • fixed time step /
  • fonts
    • about /
  • FPS
    • about /
  • frames
    • about /
  • fullscreen post effects
    • about /
G
  • game
    • developing /
    • class /
  • Game$$handlePlayerInput() /
  • Game class
    • integrating /
    • run method /
  • game code, texture atlases
    • adapting /
  • GameEvent parameter /
  • game logic
    • implementing /
  • game loop
    • about /
  • GameServer$$executionThread() function /
  • general-purpose communication mechanism
    • about /
  • get() method /
  • getAssignedKey() function /
  • getBattlefieldBounds() /
  • getCategory() function /
  • get function /
  • getOrigin() /
  • getStatus() method /
  • getViewBounds() /
  • getWorldPosition() function /
  • GL Shading Language (GLSL) /
  • GLSL
    • about /
    • URL, for tutorial /
  • graphics
    • about /
  • graphics module, SFML /
  • graphics processing unit (GPU) /
  • GUI
    • about /
  • guide function /
  • guideTowards() function /
H
  • handleEvent() function /
  • handleEvent() method /
  • handlePacket() function /
  • handlePlayerInput() function /
  • hitpoints
    • about /
  • hot seat /
I
  • identifier parameter /
  • image
    • about /
  • initializePickupData() function /
  • InitialState /
  • input
    • handling /
  • input state
    • obtaining, in real time /
  • IP
    • about /
  • isButtonPressed() function /
  • isDestroyed() function /
  • isGuided() function /
  • isKeyPressed() function /
  • isMarkedForRemoval() function /
  • isSelectable() function /
  • isSupported() function /
  • iterator class /
J
  • joystick events, SFML
    • sf**Event**JoystickButtonPressed /
    • sf**Event**JoystickButtonReleased /
    • sf**Event**JoystickMoved event /
    • sf**Event**JoystickDisconnected /
    • sf**Event**JoystickConnected /
K
  • key bindings
    • customizing /
    • about /
  • keyboard events, SFML
    • sf**Event**KeyPressed /
    • sf**Event**KeyReleased /
    • sf**Event**TextEntered /
L
  • lambda expression /
  • Landscape
    • rendering /
    • SpriteNode /
    • texture /
    • texture, repeating /
  • latency
    • about /
    • versus bandwidth /
    • Aircraft interpolation /
  • LaunchMissile /
  • launchMissile() function /
  • layer /
  • listener
    • about /
    • 3D vectors /
    • positioning /
  • load() function /
  • load() method /
  • loadFromFile() call /
  • loadFromStream() /
  • LoadingState$$update() /
  • LoadingState class /
  • Local Area Network (LAN)
    • about /
  • low-level rendering
    • about /
M
  • main() function /
  • main loop
    • about /
  • menu
    • updating /
  • mFilenames variable /
  • minimum distance
    • about /
  • missiles
    • firing /
  • MissionSuccess /
  • mLoadingText function /
  • modulo operator /
  • mOptionIndex integer variable /
  • mouse
    • delta movement /
  • mouse events, SFML
    • sf**Event**MouseEntered /
    • sf**Event**MouseLeft /
  • move() function /
  • movement /
  • movement patterns
    • about /
  • mSelectedChild variable /
  • multiplayer games
    • playing /
    • structure, creating /
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