Mastering SFML game development : create complex and visually stunning games using all the advanced features available in SFML development /: create complex and visually stunning games using all the advanced features available in SFML development. (2017)
- Record Type:
- Book
- Title:
- Mastering SFML game development : create complex and visually stunning games using all the advanced features available in SFML development /: create complex and visually stunning games using all the advanced features available in SFML development. (2017)
- Main Title:
- Mastering SFML game development : create complex and visually stunning games using all the advanced features available in SFML development
- Further Information:
- Note: Raimondas Pupius.
- Authors:
- Pupius, Raimondas
- Contents:
- Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Customer Feedback; Table of Contents; Preface; Chapter 1: Under the Hood -- Setting up the Backend; Introduction; Pacing and source code examples; Common utility functions; The Linux version; Other miscellaneous helper functions; Generating random numbers; Service locator pattern; Entity component system core; Resource management; Windows system; Application states; Loading state; File loader; Implementing the loading state; Managing application events; Event manager interface; Use of graphical user interfaces Representing a 2D mapSprite system; Sound system; Summary; Chapter 2: Its Game Time! -- Designing the Project; Use of copyrighted resources; Entity placement and rendering; The drawable side of things; Rendering system; Entity kinematics; Movement system; Handling collisions; Collision system; Controlling entities; Control system; Entity states; State system; Sheet animation system; Entity sounds; Sound system; Implementing the menu state; Implementing the game state; The main game class; The final bit of code; Summary; Chapter 3: Make It Rain! -- Building a Particle System Use of copyrighted resourcesParticle system basics; Array of structs versus struct of arrays; Storing particles; Particle system architecture; The generator; The emitter; Implementing emitter; The updater; Force applicators; Building the particle system class; Implementing the particle system; Creating updaters;Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Customer Feedback; Table of Contents; Preface; Chapter 1: Under the Hood -- Setting up the Backend; Introduction; Pacing and source code examples; Common utility functions; The Linux version; Other miscellaneous helper functions; Generating random numbers; Service locator pattern; Entity component system core; Resource management; Windows system; Application states; Loading state; File loader; Implementing the loading state; Managing application events; Event manager interface; Use of graphical user interfaces Representing a 2D mapSprite system; Sound system; Summary; Chapter 2: Its Game Time! -- Designing the Project; Use of copyrighted resources; Entity placement and rendering; The drawable side of things; Rendering system; Entity kinematics; Movement system; Handling collisions; Collision system; Controlling entities; Control system; Entity states; State system; Sheet animation system; Entity sounds; Sound system; Implementing the menu state; Implementing the game state; The main game class; The final bit of code; Summary; Chapter 3: Make It Rain! -- Building a Particle System Use of copyrighted resourcesParticle system basics; Array of structs versus struct of arrays; Storing particles; Particle system architecture; The generator; The emitter; Implementing emitter; The updater; Force applicators; Building the particle system class; Implementing the particle system; Creating updaters; Spatial updater; Drawable updater; Lifespan updater; Interpolator; Force updater; Collision updater; Particle generators; Point position; Area position; Line position; Particle properties; Random color; Color range; Random lifespan; Random size; Random velocity; Rotation range Size rangeTexture generator; Using the particle system; Summary; Chapter 4: Have Thy Gear Ready -- Building Game Tools; Use of copyrighted resources; File management; File manager interface; Implementing the file manager; Loading files in a separate thread; Implementing the file loader; The loading state; Implementing the loading state; Creating the map editor state; Implementing the state; Building the control mechanism; Implementing controls; Summary; Chapter 5: Filling the Tool Belt -- a few More Gadgets; Planning the selection options; Implementing selection options Building the tile selectorImplementing the tile selector; Summary; Chapter 6: Adding Some Finishing Touches -- Using Shaders; Understanding shaders; Shader examples; SFML and shaders; Localizing rendering; Implementing the renderer; Integrating the Renderer class; Adapting existing classes; Updating the ParticleSystem; Updating entity and map rendering; Creating a day/night cycle; Updating the Map class; Writing the shaders; Summary; Chapter 7: One Step Forward, One Level Down -- OpenGL Basics; Use of copyrighted resources; Setting up OpenGL; Setting up a Visual Studio project; Using GLEW … (more)
- Publisher Details:
- Birmingham, UK : Packt Publishing
- Publication Date:
- 2017
- Extent:
- 1 online resource (1 volume), illustrations
- Subjects:
- 794.81
COMPUTERS -- Programming -- Games
Computer games -- Programming
Computer games -- Design
Multimedia systems -- Computer programs
C++ (Computer program language)
C++ (Computer program language)
Computer games -- Design
Computer games -- Programming
Multimedia systems -- Computer programs
COMPUTERS / Programming / Games
COMPUTERS -- Programming Languages -- C
COMPUTERS -- Programming -- Open Source
Electronic books
Electronic books - Languages:
- English
- ISBNs:
- 9781786466846
1786466848 - Related ISBNs:
- 9781786469885
178646988X - Notes:
- Note: Description based on online resource; title from cover (Safari, viewed February 15, 2017).
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.119435
- Ingest File:
- 01_054.xml