SFML Essentials

A fast-paced, practical guide to building functionally enriched 2D games using the core concepts of SFML

SFML Essentials

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Milcho G. Milchev

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A fast-paced, practical guide to building functionally enriched 2D games using the core concepts of SFML
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Book Details

ISBN 139781784397326
Paperback156 pages

Book Description

SFML is a cross-platform, object-oriented multimedia API that is written in C++. It provides a simple interface to ease the development of games and multimedia applications.

This book will guide you through everything you need to know about building a 2D game in SFML. Concepts such as Sprites, Textures, Animation, and Cameras are explored in depth and finally the book ends with advanced topics like shaders and networking. You will also learn how to play sound and music on top of the gameplay. Every step through the journey is filled with examples in C++ to guide you in the right direction. By the end of the book you will feel confident about creating 2D games with SFML, without investing too much time on it.

This book contains a set of fast-paced tutorials about the core features of SFML.

Table of Contents

Chapter 1: Getting Started with SFML
Creating windows
The game loop
Event handling
Shape rendering and transformations
Summary
Chapter 2: Loading and Using Textures
Loading textures
Rendering shapes with textures
What is a sprite?
Managing resources
Summary
Chapter 3: Animating Sprites
Capturing time
Sprites in action
Building an animator
Summary
Chapter 4: Manipulating a 2D Camera
What is a camera?
Manipulating cameras with sf::View
What is OpenGL?
Using OpenGL inside SFML
Summary
Chapter 5: Exploring a World of Sound and Text
Audio module – overview
Sound versus music
Audio in action
sf::SoundSource and audio in 3D
Getting started with sf::Text
Summary
Chapter 6: Rendering Special Effects with Shaders
sf::RenderTarget and sf::RenderWindow
Rendering directly to a texture
Shader programming
Combining it all together
Summary
Chapter 7: Building Multiplayer Games
Understanding networking
Transport layer – TCP versus UDP
Non-blocking sockets
Exchanging packets
Putting it all into practice
Summary

What You Will Learn

  • Render sprites and shapes on the screen
  • Manage multimedia resources correctly and efficiently
  • Open and configure game windows to ensure a better gaming environment
  • Build an animation manager for sprites
  • Facilitate native OpenGL code in your rendering
  • Play sound and music on top of the gameplay
  • Load and use shaders to render special effects
  • Send data packets over a network to create a multiplayer experience

Authors

Table of Contents

Chapter 1: Getting Started with SFML
Creating windows
The game loop
Event handling
Shape rendering and transformations
Summary
Chapter 2: Loading and Using Textures
Loading textures
Rendering shapes with textures
What is a sprite?
Managing resources
Summary
Chapter 3: Animating Sprites
Capturing time
Sprites in action
Building an animator
Summary
Chapter 4: Manipulating a 2D Camera
What is a camera?
Manipulating cameras with sf::View
What is OpenGL?
Using OpenGL inside SFML
Summary
Chapter 5: Exploring a World of Sound and Text
Audio module – overview
Sound versus music
Audio in action
sf::SoundSource and audio in 3D
Getting started with sf::Text
Summary
Chapter 6: Rendering Special Effects with Shaders
sf::RenderTarget and sf::RenderWindow
Rendering directly to a texture
Shader programming
Combining it all together
Summary
Chapter 7: Building Multiplayer Games
Understanding networking
Transport layer – TCP versus UDP
Non-blocking sockets
Exchanging packets
Putting it all into practice
Summary

Book Details

ISBN 139781784397326
Paperback156 pages
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