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SFML Game Development By Example

You're reading from   SFML Game Development By Example Create and develop exciting games from start to finish using SFML

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785287343
Length 522 pages
Edition 1st Edition
Languages
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Author (1):
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 Pupius Pupius
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Pupius
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Toc

Table of Contents (21) Chapters Close

SFML Game Development By Example
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. It's Alive! It's Alive! – Setup and First Program FREE CHAPTER 2. Give It Some Structure – Building the Game Framework 3. Get Your Hands Dirty – What You Need to Know 4. Grab That Joystick – Input and Event Management 5. Can I Pause This? – Application States 6. Set It in Motion! – Animating and Moving around Your World 7. Rediscovering Fire – Common Game Design Elements 8. The More You Know – Common Game Programming Patterns 9. A Breath of Fresh Air – Entity Component System Continued 10. Can I Click This? – GUI Fundamentals 11. Don't Touch the Red Button! – Implementing the GUI 12. Can You Hear Me Now? – Sound and Music 13. We Have Contact! – Networking Basics 14. Come Play with Us! – Multiplayer Subtleties Index

Common mistakes


Often, when using clocks, newbies to SFML tend to stick them in the wrong places and restart them at the wrong times. Things like that can result in "funky" behavior at best.

Note

Keep in mind that every line of code that isn't empty or commented out takes time to execute. Depending on how a function that is being called, or a class that is being constructed, is implemented, the time value might range from miniscule to infinite.

Things like updating all of the game entities in the world, performing calculations, and rendering are fairly computationally expensive, so make sure to not somehow exclude these calls from the span of your time measurement. Always make sure that restarting the clock and grabbing the elapsed time is the last thing you're doing before the main game loop ends.

Another mistake is having your clock object within the wrong scope. Consider this example:

void Game::SomeMethod(){
    sf::Clock clock;
    ...
    sf::Time time = clock.getElapsedTime();
}

Assuming...

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