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150618s2015 enka o 001 0 eng d |
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|a CL0500000605
|b Safari Books Online
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|a QA76.76.C672
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|a COM
|x 013000
|2 bisacsh
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|a 004.20384764
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|a UAMI
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100 |
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|a Barbier, Maxime,
|e author.
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245 |
1 |
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|a SFML blueprints :
|b sharpen your game development skills and improve your C++ and SFML knowledge with five exciting projects /
|c Maxime Barbier.
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|a Sharpen your game development skills and improve your C++ and SFML knowledge with five exciting projects
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246 |
3 |
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|a Simple and fast multimedia library blueprints
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264 |
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1 |
|a Birmingham, UK :
|b Packt Publishing,
|c 2015.
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300 |
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|a 1 online resource (1 volume) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Community experience distilled
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|a Online resource; title from cover (Safari, viewed June 10, 2015).
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|a Includes index.
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|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
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|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
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505 |
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|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
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505 |
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|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
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505 |
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|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
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520 |
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|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.
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546 |
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|a English.
|
590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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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 |
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6 |
|a Multimédia
|x Logiciels.
|
650 |
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6 |
|a C++ (Langage de programmation)
|
650 |
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7 |
|a COMPUTERS
|x Programming
|x Games.
|2 bisacsh
|
650 |
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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.
|
856 |
4 |
0 |
|u https://ebsco.uam.elogim.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1000041
|z Texto completo
|
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|a Askews and Holts Library Services
|b ASKH
|n AH28649613
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938 |
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|a EBL - Ebook Library
|b EBLB
|n EBL2059354
|
938 |
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|a EBSCOhost
|b EBSC
|n 1000041
|
938 |
|
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|a ProQuest MyiLibrary Digital eBook Collection
|b IDEB
|n cis31694884
|
938 |
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|b YANK
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