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SFML blueprints : sharpen your game development skills and improve your C++ and SFML knowledge with five exciting projects /

This book is for developers who have knowledge of the basics of the SFML library and its capabilities in 2D game development. Minimal experience with C++ is required.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Barbier, Maxime (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, 2015.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Barbier, Maxime,  |e author. 
245 1 0 |a SFML blueprints :  |b sharpen your game development skills and improve your C++ and SFML knowledge with five exciting projects /  |c Maxime Barbier. 
246 3 0 |a Sharpen your game development skills and improve your C++ and SFML knowledge with five exciting projects 
246 3 |a Simple and fast multimedia library blueprints 
264 1 |a Birmingham, UK :  |b Packt Publishing,  |c 2015. 
300 |a 1 online resource (1 volume) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Community experience distilled 
588 0 |a Online resource; title from cover (Safari, viewed June 10, 2015). 
500 |a Includes index. 
505 0 |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Preparing the Environment; C++11; SFML; Installation of a C++11 compiler; For Linux users; For Mac users; For Windows users; For all users; Installing CMake; Linux users; Other operating systems; Installing SFML 2.2; Building SFML yourself; Installing dependencies; Linux; Other operating systems; Compilation of SFML; Code::Blocks and SFML; Minimal example; Summary; Chapter 2: General Game Architecture, User Inputs, and Resource Management; General structure of a game 
505 8 |a The game classGame loops; The frame rate; Move our player; The player class; Managing user inputs; Polling events; Real-time events; Handling user inputs; Using the Action class; Action target; Event map; Back to action target; Keeping track of resources; Resources in SFML; The texture class; The image class; The font class; The shader class; The sound buffer class; The music class; Use case; RAII idiom; Building a resources manager; Changing the player's skin; Summary; Chapter 3: Making an Entire 2D Game; Turning our application to an Asteroid clone; The Player class; The levels; The enemies 
505 8 |a The meteorsThe flying saucers; Modifying our application; The World class; The hierarchical entity system; The entity component system; Designing our game; Prepare the collisions; The Entity class; The Player class; The Enemy class; The Saucer class; The Meteor class; The Shoot class; Building a Tetris clone; The Stats class; The Piece class; The Board class; The Game class; Summary; Chapter 4: Playing with Physics; A physics engine -- késako?; 3D physics engines; 2D physics engines; Physics engine comparing game engine; Using Box2D; Preparing Box2D; Build; Installation; Pairing Box2D and SFML 
505 8 |a Box2D, how does it work?Adding physics to a game; The Piece class; The World class; The Game class; The Stats class; Summary; Chapter 5: Playing with User Interfaces; What is a GUI?; Creating a GUI from scratch; Class hierarchy; The Widget class; The Label class; The Button class; The TextButton class; The Container class; The Frame class; The Layout class; The VLayout class; Adding a menu to the game; Building the main menu; Building the pause menu; Building the configuration menu; Using SFGUI; Installing SFGUI; Using the features of SFGUI; Building the starting level; Summary 
505 8 |a Chapter 6: Boost Your Code Using MultithreadingWhat is multithreading?; The fork() function; The exec() family functions; Thread functionality; Why do we need to use the thread functionality?; Using threads; Adding multithreading to our games; Summary; Chapter 7: Building a Real-time Tower Defense Game from Scratch -- Part 1; The goal of the game; Building animations; The Animation class; The AnimatedSprite class; Usage example; Building a generic Tile Map; The Geometry class as an isometric hexagon; VLayer and Layer classes; VMap and Map classes; Dynamic board loading; The MapViewer class 
520 |a This book is for developers who have knowledge of the basics of the SFML library and its capabilities in 2D game development. Minimal experience with C++ is required. 
546 |a English. 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
650 0 |a Computer games  |x Programming. 
650 0 |a Multimedia systems  |x Computer programs. 
650 0 |a C++ (Computer program language) 
650 6 |a Jeux d'ordinateur  |x Programmation. 
650 6 |a Multimédia  |x Logiciels. 
650 6 |a C++ (Langage de programmation) 
650 7 |a COMPUTERS  |x Programming  |x Games.  |2 bisacsh 
650 7 |a COMPUTERS  |x Enterprise Applications  |x Collaboration Software.  |2 bisacsh 
650 7 |a COMPUTERS  |x Expert Systems.  |2 bisacsh 
650 7 |a COMPUTERS  |x Computer Literacy.  |2 bisacsh 
650 7 |a COMPUTERS  |x Computer Science.  |2 bisacsh 
650 7 |a COMPUTERS  |x Data Processing.  |2 bisacsh 
650 7 |a COMPUTERS  |x Hardware  |x General.  |2 bisacsh 
650 7 |a COMPUTERS  |x Information Technology.  |2 bisacsh 
650 7 |a COMPUTERS  |x Machine Theory.  |2 bisacsh 
650 7 |a COMPUTERS  |x Reference.  |2 bisacsh 
650 7 |a C++ (Computer program language)  |2 fast  |0 (OCoLC)fst00843286 
650 7 |a Video games  |x Programming.  |2 fast  |0 (OCoLC)fst00872114 
650 7 |a Multimedia systems  |x Computer programs.  |2 fast  |0 (OCoLC)fst01028922 
776 0 8 |i Print version:  |a Barbier, Maxime.  |t SFML blueprints : sharpen your game development skills and improve your C++ and SFML knowledge with five exciting projects.  |d Birmingham, England ; Mumbai, [India] : Packt Publishing, ©2015  |h x, 275 pages  |k Community experience distilled.  |z 9781784398477 
830 0 |a Community experience distilled. 
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