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SFML game development : learn how to use SFML 2.0 to develop your own feature-packed game /

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.SFML Game Development addresses ambitious C++ programmers who want to develop their own game. If you have plenty of ideas for an awesome and uni...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Haller, Jan
Otros Autores: Hansson, Henrik Vogelius, Moreira, Artur
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Pub., 2013.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Making a Game Tick; Introducing SFML; Downloading and installation; A minimal example; A few notes on C++; Developing the first game; The Game class; Game loops and frames; Input over several frames; Vector algebra; Frame-independent movement; Fixed time steps; Other techniques related to frame rates; Displaying sprites on the screen; File paths and working directories; Real-time rendering; Adapting the code; Summary
  • Chapter 2: Keeping Track of Your Textures
  • Resource ManagementDefining resources; Resources in SFML; Textures; Images; Fonts; Shaders; Sound buffers; Music; A typical use case; Graphics; Audio; Acquiring, releasing, and accessing resources; An automated approach; Finding an appropriate container; Loading from files; Accessing the textures; Error handling; Boolean return values; Throwing exceptions; Assertions; Generalizing the approach; Compatibility with sf::Music; A special case
  • sf::Shader; Summary; Chapter 3: Forge of the Gods
  • Shaping Our World; Entities; Aircraft
  • Alternative entity designsRendering the scene; Relative coordinates; SFML and transforms; Scene graphs; Scene nodes; Node insertion and removal; Making scene nodes drawable; Drawing entities; Connecting entities with resources; Aligning the origin; Scene layers; Updating the scene; One step back
  • absolute transforms; The view; Viewport; View optimizations; Resolution and aspect ratio; View scrolling; Zoom and rotation; Landscape rendering; SpriteNode; Landscape texture; Texture repeating; Composing our world; World initialization; Loading the textures; Building the scene; Update and draw
  • Integrating the Game classThe run method; Summary; Chapter 4: Command and Control
  • Input Handling; Polling events; Window events; Joystick events; Keyboard events; Mouse events; Getting the input state in real time; Events and real-time input
  • when to use which; Delta movement from the mouse; Playing nice with your application neighborhood; A command-based communication system; Introducing commands; Receiver categories; Command execution; Command queues; Handling player input; Commands in a nutshell; Implementing the game logic; A general-purpose communication mechanism
  • Customizing key bindingsWhy a player is not an entity; Summary; Chapter 5: Diverting the Game Flow
  • State Stack; Defining a state; The state stack; Adding states to StateStack; Handling updates, input, and drawing; Input; Update; Draw; Delayed pop/push operations; The state context; Integrating the stack in the Application class; Navigating between states; Creating the game state; The title screen; Main menu; Pausing the game; The loading screen
  • sample; Progress bar; ParallelTask; Thread; Concurrency; Task implementation; Summary; Chapter 6: Waiting and Maintenance Area
  • Menus