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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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Raimondas Pupius Raimondas Pupius
Author Profile Icon Raimondas Pupius
Raimondas 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 2. Give It Some Structure – Building the Game Framework FREE CHAPTER 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

Chapter 8. The More You Know – Common Game Programming Patterns

As we move past the halfway point of this book, the bells and whistles in our games are going to get more and more advanced. To showcase them properly, the genre of our final project will be a classical 2D Role Playing Game with orthographic projection. With our code-base growing at a rapid rate, poor design quickly becomes tedious to maintain, or even unmanageable. As new features get added, we want expansion of code to be easy and not slow down the overall process. This is the area where game programming patterns shine the brightest.

In this chapter, we will be covering:

  • The design and implementation of the entity component system

  • Inter-system communication using the observer pattern

  • Render ordering

  • Implementation of map layers

Let's not waste any time and jump right into making our code base more robust!

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