The Resource Mastering SFML game development : create complex and visually stunning games using all the advanced features available in SFML development, Raimondas Pupius

Mastering SFML game development : create complex and visually stunning games using all the advanced features available in SFML development, Raimondas Pupius

Label
Mastering SFML game development : create complex and visually stunning games using all the advanced features available in SFML development
Title
Mastering SFML game development
Title remainder
create complex and visually stunning games using all the advanced features available in SFML development
Statement of responsibility
Raimondas Pupius
Creator
Author
Subject
Language
eng
Summary
Annotation
Cataloging source
UMI
Dewey number
794.81
Illustrations
illustrations
Index
no index present
LC call number
QA76.76.C672
Literary form
non fiction
Nature of contents
dictionaries
Summary expansion
Create complex and visually stunning games using all the advanced features available in SFML developmentAbout This Book Build custom tools, designed to work with your specific game. Use raw modern OpenGL and go beyond SFML. Revamp your code for better structural design, faster rendering, and flashier graphics. Use advanced lighting techniques to add that extra touch of sophistication. Implement a very fast and efficient particle system by using a cache-friendly design.Who This Book Is ForThis book is ideal for game developers who have some basic knowledge of SFML and also are familiar with C++ coding in general. No knowledge of OpenGL or even more advanced rendering techniques is required. You will be guided through every bit of code step by step.What You Will Learn Dive deep into creating complex and visually stunning games using SFML, as well as advanced OpenGL rendering and shading techniques Build an advanced, dynamic lighting and shadowing system to add an extra graphical kick to your games and make them feel a lot more dynamic Craft your own custom tools for editing game media, such as maps, and speed up the process of content creation Optimize your code to make it blazing fast and robust for the users, even with visually demanding scenes Get a complete grip on the best practices and industry grade game development design patterns used for AAA projectsIn DetailSFML is a cross-platform software development library written in C++ with bindings available for many programming languages. It provides a simple interface to the various components of your PC, to ease the development of games and multimedia applications.This book will help you become an expert of SFML by using all of its features to its full potential. It begins by going over some of the foundational code necessary in order to make our RPG project run. By the end of chapter 3, we will have successfully picked up and deployed a fast and efficient particle system that makes the game look much more 'alive'. Throughout the next couple of chapters, you will be successfully editing the game maps with ease, all thanks to the custom tools we're going to be building. From this point on, it's all about making the game look good. After being introduced to the use of shaders and raw OpenGL, you will be guided through implementing dynamic scene lighting, the use of normal and specular maps, and dynamic soft shadows. However, no project is complete without being optimized first. The very last chapter will wrap up our project by making it lightning fast and efficient.Style and approachThis book uses a step by step approach by breaking the problems down into smaller, much more manageable obstacles, and guiding the reader through them with verified, flexible, and autonomous solutions
Label
Mastering SFML game development : create complex and visually stunning games using all the advanced features available in SFML development, Raimondas Pupius
Publication
http://library.link/vocab/branchCode
  • net
Carrier category
online resource
Carrier category code
cr
Carrier MARC source
rdacarrier
Content category
text
Content type code
txt
Content type MARC source
rdacontent
Contents
  • Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Customer Feedback; Table of Contents; Preface; Chapter 1: Under the Hood -- Setting up the Backend; Introduction; Pacing and source code examples; Common utility functions; The Linux version; Other miscellaneous helper functions; Generating random numbers; Service locator pattern; Entity component system core; Resource management; Windows system; Application states; Loading state; File loader; Implementing the loading state; Managing application events; Event manager interface; Use of graphical user interfaces
  • Building the tile selectorImplementing the tile selector; Summary; Chapter 6: Adding Some Finishing Touches -- Using Shaders; Understanding shaders; Shader examples; SFML and shaders; Localizing rendering; Implementing the renderer; Integrating the Renderer class; Adapting existing classes; Updating the ParticleSystem; Updating entity and map rendering; Creating a day/night cycle; Updating the Map class; Writing the shaders; Summary; Chapter 7: One Step Forward, One Level Down -- OpenGL Basics; Use of copyrighted resources; Setting up OpenGL; Setting up a Visual Studio project; Using GLEW
  • Representing a 2D mapSprite system; Sound system; Summary; Chapter 2: Its Game Time! -- Designing the Project; Use of copyrighted resources; Entity placement and rendering; The drawable side of things; Rendering system; Entity kinematics; Movement system; Handling collisions; Collision system; Controlling entities; Control system; Entity states; State system; Sheet animation system; Entity sounds; Sound system; Implementing the menu state; Implementing the game state; The main game class; The final bit of code; Summary; Chapter 3: Make It Rain! -- Building a Particle System
  • Size rangeTexture generator; Using the particle system; Summary; Chapter 4: Have Thy Gear Ready -- Building Game Tools; Use of copyrighted resources; File management; File manager interface; Implementing the file manager; Loading files in a separate thread; Implementing the file loader; The loading state; Implementing the loading state; Creating the map editor state; Implementing the state; Building the control mechanism; Implementing controls; Summary; Chapter 5: Filling the Tool Belt -- a few More Gadgets; Planning the selection options; Implementing selection options
  • Use of copyrighted resourcesParticle system basics; Array of structs versus struct of arrays; Storing particles; Particle system architecture; The generator; The emitter; Implementing emitter; The updater; Force applicators; Building the particle system class; Implementing the particle system; Creating updaters; Spatial updater; Drawable updater; Lifespan updater; Interpolator; Force updater; Collision updater; Particle generators; Point position; Area position; Line position; Particle properties; Random color; Color range; Random lifespan; Random size; Random velocity; Rotation range
Control code
ocn973022391
Dimensions
unknown
Extent
1 online resource (1 volume)
Form of item
online
Isbn
9781786466846
Media category
computer
Media MARC source
rdamedia
Media type code
c
Other physical details
illustrations
http://library.link/vocab/ext/overdrive/overdriveId
  • aac4c903-905b-4c92-854f-b75512c2bd5f
  • cl0500000831
http://library.link/vocab/recordID
.b36497964
Sound
unknown sound
Specific material designation
remote
System control number
  • (OCoLC)973022391
  • pebc1786466848

Library Locations

    • Deakin University Library - Geelong Waurn Ponds CampusBorrow it
      75 Pigdons Road, Waurn Ponds, Victoria, 3216, AU
      -38.195656 144.304955
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