Mastering SFML Game Development

Create complex and visually stunning games using all the advanced features available in SFML development
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Mastering SFML Game Development

Raimondas Pupius

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Create complex and visually stunning games using all the advanced features available in SFML development

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Book Details

ISBN 139781786469885
Paperback442 pages

Book Description

SFML is a cross-platform software development library written in C++ with bindings available for many programming languages. It provides a simple interface to the various components of your PC, to ease the development of games and multimedia applications.

This book will help you become an expert of SFML by using all of its features to its full potential. It begins by going over some of the foundational code necessary in order to make our RPG project run. By the end of chapter 3, we will have successfully picked up and deployed a fast and efficient particle system that makes the game look much more ‘alive’. Throughout the next couple of chapters, you will be successfully editing the game maps with ease, all thanks to the custom tools we’re going to be building. From this point on, it’s all about making the game look good. After being introduced to the use of shaders and raw OpenGL, you will be guided through implementing dynamic scene lighting, the use of normal and specular maps, and dynamic soft shadows. However, no project is complete without being optimized first. The very last chapter will wrap up our project by making it lightning fast and efficient.

Table of Contents

Chapter 1: Under the Hood - Setting up the Backend
Introduction
Pacing and source code examples
Common utility functions
Service locator pattern
Entity component system core
Resource management
Windows system
Application states
Managing application events
Use of graphical user interfaces
Representing a 2D map
Sprite system
Sound system
Summary
Chapter 2: Its Game Time! - Designing the Project
Use of copyrighted resources
Entity placement and rendering
Entity kinematics
Handling collisions
Controlling entities
Entity states
Sheet animation system
Entity sounds
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 resources
Particle system basics
Building the particle system class
Creating updaters
Particle generators
Using the particle system
Summary
Chapter 4: Have Thy Gear Ready - Building Game Tools
Use of copyrighted resources
File management
Creating the map editor state
Building the control mechanism
Summary
Chapter 5: Filling the Tool Belt - a few More Gadgets
Planning the selection options
Building the tile selector
Summary
Chapter 6: Adding Some Finishing Touches - Using Shaders
Understanding shaders
Localizing rendering
Integrating the Renderer class
Creating a day/night cycle
Summary
Chapter 7: One Step Forward, One Level Down - OpenGL Basics
Use of copyrighted resources
Setting up OpenGL
Using GLEW
The rendering pipeline
Storing and drawing primitives
Using shaders
Drawing our first triangle
Using textures
Applying transformations
Creating a camera
Moving the camera around
Drawing with vertex indices
Face culling and depth buffer
Back face culling
Summary
Chapter 8: Let There Be Light - An Introduction to Advanced Lighting
Using third-party software
Deferred rendering
Attenuating light
Multi-pass shading
Managing light input
Adapting classes to use lights
Preparing for additional materials
Normal maps
Specular maps
Height maps
Summary
Chapter 9: The Speed of Dark - Lighting and Shadows
Use of third-party software
Theory behind shadowing techniques
Preparations for rendering
Rendering the shadow maps
Adapting the light pass
Adding shadow casters to entities
Integrating the changes made
Potential issues and how to address them
Summary
Chapter 10: A Chapter You Shouldnt Skip - Final Optimizations
Use of third-party software
The devil's in the details
Profiling basics
Improving CPU code performance
Summary

What You Will Learn

  • Dive deep into creating complex and visually stunning games using SFML, as well as advanced OpenGL rendering and shading techniques
  • Build an advanced, dynamic lighting and shadowing system to add an extra graphical kick to your games and make them feel a lot more dynamic
  • Craft your own custom tools for editing game media, such as maps, and speed up the process of content creation
  • Optimize your code to make it blazing fast and robust for the users, even with visually demanding scenes
  • Get a complete grip on the best practices and industry grade game development design patterns used for AAA projects

Authors

Table of Contents

Chapter 1: Under the Hood - Setting up the Backend
Introduction
Pacing and source code examples
Common utility functions
Service locator pattern
Entity component system core
Resource management
Windows system
Application states
Managing application events
Use of graphical user interfaces
Representing a 2D map
Sprite system
Sound system
Summary
Chapter 2: Its Game Time! - Designing the Project
Use of copyrighted resources
Entity placement and rendering
Entity kinematics
Handling collisions
Controlling entities
Entity states
Sheet animation system
Entity sounds
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 resources
Particle system basics
Building the particle system class
Creating updaters
Particle generators
Using the particle system
Summary
Chapter 4: Have Thy Gear Ready - Building Game Tools
Use of copyrighted resources
File management
Creating the map editor state
Building the control mechanism
Summary
Chapter 5: Filling the Tool Belt - a few More Gadgets
Planning the selection options
Building the tile selector
Summary
Chapter 6: Adding Some Finishing Touches - Using Shaders
Understanding shaders
Localizing rendering
Integrating the Renderer class
Creating a day/night cycle
Summary
Chapter 7: One Step Forward, One Level Down - OpenGL Basics
Use of copyrighted resources
Setting up OpenGL
Using GLEW
The rendering pipeline
Storing and drawing primitives
Using shaders
Drawing our first triangle
Using textures
Applying transformations
Creating a camera
Moving the camera around
Drawing with vertex indices
Face culling and depth buffer
Back face culling
Summary
Chapter 8: Let There Be Light - An Introduction to Advanced Lighting
Using third-party software
Deferred rendering
Attenuating light
Multi-pass shading
Managing light input
Adapting classes to use lights
Preparing for additional materials
Normal maps
Specular maps
Height maps
Summary
Chapter 9: The Speed of Dark - Lighting and Shadows
Use of third-party software
Theory behind shadowing techniques
Preparations for rendering
Rendering the shadow maps
Adapting the light pass
Adding shadow casters to entities
Integrating the changes made
Potential issues and how to address them
Summary
Chapter 10: A Chapter You Shouldnt Skip - Final Optimizations
Use of third-party software
The devil's in the details
Profiling basics
Improving CPU code performance
Summary

Book Details

ISBN 139781786469885
Paperback442 pages
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