SFML Blueprints

Sharpen your game development skills and improve your C++ and SFML knowledge with five exciting projects

SFML Blueprints

This ebook is included in a Mapt subscription
Maxime Barbier

1 customer reviews
Sharpen your game development skills and improve your C++ and SFML knowledge with five exciting projects
$0.00
$31.99
$39.99
$29.99p/m after trial
RRP $31.99
RRP $39.99
Subscription
eBook
Print + eBook
Start 30 Day Trial
Subscribe and access every Packt eBook & Video.
 
  • 4,000+ eBooks & Videos
  • 40+ New titles a month
  • 1 Free eBook/Video to keep every month
Start Free Trial
 
Preview in Mapt

Book Details

ISBN 139781784398477
Paperback298 pages

Book Description

SFML is a cross-platform software development library written in C++ with bindings available for many programming languages. This book contains useful information that you'll need to create any kind of 2D games. Starting with the basics of game programming, resource management, and building simple 2D games, you'll then delve into more complex features such as the physics engine, constructing a game UI, and more advanced concepts of 2D gaming using SFML. You'll develop advanced functionality in your game using the concept of multithreading and learn how various threads interact. In later chapters, you'll quickly grasp the usage and implementation of isometric views and image transformation in your 2D real time tower defense game. You'll wrap up by adding networking and database management systems to your game with SQLite using an ORM.

Table of Contents

Chapter 1: Preparing the Environment
C++11
SFML
Installation of a C++11 compiler
Installing CMake
Installing SFML 2.2
Summary
Chapter 2: General Game Architecture, User Inputs, and Resource Management
General structure of a game
Managing user inputs
Keeping track of resources
Summary
Chapter 3: Making an Entire 2D Game
Turning our application to an Asteroid clone
Modifying our application
Designing our game
Building a Tetris clone
Summary
Chapter 4: Playing with Physics
A physics engine – késako?
Physics engine comparing game engine
Using Box2D
Pairing Box2D and SFML
Adding physics to a game
Summary
Chapter 5: Playing with User Interfaces
What is a GUI?
Adding a menu to the game
Using SFGUI
Summary
Chapter 6: Boost Your Code Using Multithreading
What is multithreading?
Thread functionality
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
Building a generic Tile Map
Building an entity system
Building the game logic
Summary
Chapter 8: Build a Real-time Tower Defense Game from Scratch – Part 2, Networking
Network architectures
Network communication using sockets
Creating a communication protocol
Modifying our game
Adding data persistence to the game
Summary

What You Will Learn

  • Build a complete game and integrate advanced features by adding a multiplayer layer
  • Get to grips with SFML resources and build a generic and reusable resource manager
  • Gather knowledge about different entity models and build your own 2D games
  • Explore the Box2D engine and add physics properties to your game
  • Add a nice user interface to your game to make it more user friendly
  • Discover the SFGUI library and learn how to customize your game
  • Delve into the importance of multithreading and boost your code
  • Add networking and learn about serialization and database management using Sqlite3

Authors

Table of Contents

Chapter 1: Preparing the Environment
C++11
SFML
Installation of a C++11 compiler
Installing CMake
Installing SFML 2.2
Summary
Chapter 2: General Game Architecture, User Inputs, and Resource Management
General structure of a game
Managing user inputs
Keeping track of resources
Summary
Chapter 3: Making an Entire 2D Game
Turning our application to an Asteroid clone
Modifying our application
Designing our game
Building a Tetris clone
Summary
Chapter 4: Playing with Physics
A physics engine – késako?
Physics engine comparing game engine
Using Box2D
Pairing Box2D and SFML
Adding physics to a game
Summary
Chapter 5: Playing with User Interfaces
What is a GUI?
Adding a menu to the game
Using SFGUI
Summary
Chapter 6: Boost Your Code Using Multithreading
What is multithreading?
Thread functionality
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
Building a generic Tile Map
Building an entity system
Building the game logic
Summary
Chapter 8: Build a Real-time Tower Defense Game from Scratch – Part 2, Networking
Network architectures
Network communication using sockets
Creating a communication protocol
Modifying our game
Adding data persistence to the game
Summary

Book Details

ISBN 139781784398477
Paperback298 pages
Read More
From 1 reviews

Read More Reviews