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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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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

Summary


Game development is a great journey to embark on. You had taken your first and second steps earlier, but now you have boarded the plane with your first, fully functional game in the bag. You are now officially a game developer! Where will this plane of opportunity take you and how long will it be there for? All of that is entirely up to you. While you're still not in the air, however, we will do our best to inspire you and show you all the different places to go to and the wonderful experiences to be had there. One thing is definitely for sure, however, and that is that this is not the end. If your enthusiasm has led you this far, there's only one direction to head to, and that's forward.

A lot was covered in this chapter, and now it's impossible to say that you haven't gotten your hands dirty while paying homage to one of the all time arcade classics. In the next chapter, we will take on input handling and event management in order to provide flexibility and fluent means of interaction...

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