SFML Blueprints Front Cover

SFML Blueprints

  • Length: 282 pages
  • Edition: 1
  • Publisher:
  • Publication Date: 2015-05-29
  • ISBN-10: 1784398470
  • ISBN-13: 9781784398477
  • Sales Rank: #1750047 (See Top 100 Books)

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

About This Book

  • Master game components and their interaction by creating a hands-on multiplayer game
  • Customize your game by adding sounds, animations, physics, and a nice user interface to create a unique game
  • A project-based book starting with simpler projects and moving into increasingly complex projects to make you proficient in game development

Who This Book Is For

This book is for developers who have knowledge of the basics of the SFML library and its capabilities in 2D game development. Minimal experience with C++ is required.

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

In Detail

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
Chapter 2: General Game Architecture, User Inputs, and Resource Management
Chapter 3: Making an Entire 2D Game
Chapter 4: Playing with Physics
Chapter 5: Playing with User Interfaces
Chapter 6: Boost Your Code Using Multithreading
Chapter 7: Building a Real-time Tower Defense Game from Scratch – Part 1
Chapter 8: Build a Real-time Tower Defense Game from Scratch – Part 2, Networking

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