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SFML Game Development

You're reading from  SFML Game Development

Product type Book
Published in Jun 2013
Publisher Packt
ISBN-13 9781849696845
Pages 296 pages
Edition 1st Edition
Languages
Authors (5):
 Artur Moreira Artur Moreira
Profile icon Artur Moreira
 Henrik Vogelius Hansson Henrik Vogelius Hansson
Profile icon Henrik Vogelius Hansson
Jan Haller Jan Haller
Profile icon Jan Haller
Henrik Valter Vogelius Henrik Valter Vogelius
Profile icon Henrik Valter Vogelius
View More author details

Table of Contents (18) Chapters

SFML Game Development
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Making a Game Tick 2. Keeping Track of Your Textures – Resource Management 3. Forge of the Gods – Shaping Our World 4. Command and Control – Input Handling 5. Diverting the Game Flow – State Stack 6. Waiting and Maintenance Area – Menus 7. Warfare Unleashed – Implementing Gameplay 8. Every Pixel Counts – Adding Visual Effects 9. Cranking Up the Bass – Music and Sound Effects 10. Company Atop the Clouds – Co-op Multiplayer Index

Interacting with sockets


First of all, in order to go deeper in to network programming, we need to understand how computers communicate with each other. This is the technological base that everyone should know before trying to do anything with networking.

This topic is not simple by itself, but it can be approached more easily without the need to understand the deeper concepts, with the help of SFML's socket classes.

A socket is essentially a gateway for data. You can visualize it as a link between two applications. These applications are virtual, in the sense, they only matter in the network, but are not necessarily different application processes, because you can use sockets to connect an application to itself, as we do in this chapter. These sockets are the base of all networked programs; therefore, they are extremely important. As sockets are a rather complicated concept, SFML provides classes to manage them.

There are the following two main ways of communicating between multiple machines...

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