SFML essentials : a fast-paced, practical guide to building functionally enriched 2D games using the core concepts of SFML /
Annotation
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham, England ; Mumbai [India] :
Packt Publishing,
2015.
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Colección: | Community experience distilled.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with SFML; Creating windows; VideoMode; Style; ContextSettings; Disabling the mouse cursor; The game loop; Event handling; Window related events; Keyboard related events; Mouse related events; Joystick related events; Using events; Shape rendering and transformations; The render frame; Shape drawing; Shape transformation; Controlling shapes; Summary; Chapter 2: Loading and Using Textures; Loading textures; Images versus textures; Creating images
- Creating texturesRendering shapes with textures; What is a sprite?; Shapes versus sprites; Transformables and drawables; Final facts on sprites; Managing resources; Summary; Chapter 3: Animating Sprites; Capturing time; sf::Time and sf::Clock; Animating sprites; The setup; Building an animator; Using the animator; Multiple animations; Summary; Chapter 4: Manipulating a 2D Camera; What is a camera?; When should we use a camera?; How does SFML implement a camera?; Manipulating cameras with sf::View; Rotating and scaling a view; Viewports; Mapping coordinates; What is OpenGL?
- Should you use OpenGL?Using OpenGL inside SFML; OpenGL in multiple windows; Summary; Chapter 5: Exploring a World of Sound and Text; Audio module
- overview; Sound versus music; Audio in action; The sf::Sound class; Introducing AssetManager 2.0; sf::Music and sf::SoundStream; sf::SoundSource and audio in 3D; Common audio features; Audio in 3D; Setting up the listener; Audio sources; Summarizing audio features; Getting started with sf::Text; AssetManager 3.0; Summary; Chapter 6: Rendering Special Effects with Shaders; sf::RenderTarget and sf::RenderWindow; Rendering directly to a texture
- Shader programmingWhat is a shader?; Loading shaders; AssetManager 4.0; Using shaders; Setting shader uniforms; sf::Shader and OpenGL; Combining it all together; Setting up RenderTexture; Summary; Chapter 7: Building Multiplayer Games; Understanding networking; Networking in games; Transport layer
- TCP versus UDP; TCP in SFML; UDP in SFML; Non-blocking sockets; Exchanging packets; Constructing a packet; Putting it all into practice; Summary; Index