LEADER 05279nam 2200637 a 450 001 9910786937503321 005 20230512171300.0 010 $a1-84969-685-3 035 $a(CKB)2670000000388475 035 $a(EBL)1214972 035 $a(SSID)ssj0000973119 035 $a(PQKBManifestationID)11602714 035 $a(PQKBTitleCode)TC0000973119 035 $a(PQKBWorkID)10958573 035 $a(PQKB)11615727 035 $a(Au-PeEL)EBL1214972 035 $a(CaPaEBR)ebr10728432 035 $a(CaONFJC)MIL502428 035 $a(OCoLC)851696086 035 $a(CaSebORM)9781849696845 035 $a(MiAaPQ)EBC1214972 035 $a(PPN)199208840 035 $a(EXLCZ)992670000000388475 100 $a20130716d2013 uy 0 101 0 $aeng 135 $aurcn#---uuuuu 181 $ctxt$2rdacontent 182 $cc$2rdacarrier 183 $acr$2rdamedia 200 10$aSFML game development $elearn how to use SFML 2.0 to develop your own feature-packed game /$fJan Haller, Henrik Vogelius Hansson, Artur Moreira ; foreword by Laurent Gomila 210 $aBirmingham $cPackt Publishing$d2013 215 $a1 online resource (vi, 280 pages) $ccolor illustrations 225 1 $aCommunity experience distilled 300 $aIncludes index. 311 $a1-299-71177-4 311 $a1-84969-684-5 327 $aCover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Making a Game Tick; Introducing SFML; Downloading and installation; A minimal example; A few notes on C++; Developing the first game; The Game class; Game loops and frames; Input over several frames; Vector algebra; Frame-independent movement; Fixed time steps; Other techniques related to frame rates; Displaying sprites on the screen; File paths and working directories; Real-time rendering; Adapting the code; Summary 327 $aChapter 2: Keeping Track of Your Textures - Resource ManagementDefining resources; Resources in SFML; Textures; Images; Fonts; Shaders; Sound buffers; Music; A typical use case; Graphics; Audio; Acquiring, releasing, and accessing resources; An automated approach; Finding an appropriate container; Loading from files; Accessing the textures; Error handling; Boolean return values; Throwing exceptions; Assertions; Generalizing the approach; Compatibility with sf::Music; A special case - sf::Shader; Summary; Chapter 3: Forge of the Gods - Shaping Our World; Entities; Aircraft 327 $aAlternative entity designsRendering the scene; Relative coordinates; SFML and transforms; Scene graphs; Scene nodes; Node insertion and removal; Making scene nodes drawable; Drawing entities; Connecting entities with resources; Aligning the origin; Scene layers; Updating the scene; One step back - absolute transforms; The view; Viewport; View optimizations; Resolution and aspect ratio; View scrolling; Zoom and rotation; Landscape rendering; SpriteNode; Landscape texture; Texture repeating; Composing our world; World initialization; Loading the textures; Building the scene; Update and draw 327 $aIntegrating the Game classThe run method; Summary; Chapter 4: Command and Control - Input Handling; Polling events; Window events; Joystick events; Keyboard events; Mouse events; Getting the input state in real time; Events and real-time input - when to use which; Delta movement from the mouse; Playing nice with your application neighborhood; A command-based communication system; Introducing commands; Receiver categories; Command execution; Command queues; Handling player input; Commands in a nutshell; Implementing the game logic; A general-purpose communication mechanism 327 $aCustomizing key bindingsWhy a player is not an entity; Summary; Chapter 5: Diverting the Game Flow - State Stack; Defining a state; The state stack; Adding states to StateStack; Handling updates, input, and drawing; Input; Update; Draw; Delayed pop/push operations; The state context; Integrating the stack in the Application class; Navigating between states; Creating the game state; The title screen; Main menu; Pausing the game; The loading screen - sample; Progress bar; ParallelTask; Thread; Concurrency; Task implementation; Summary; Chapter 6: Waiting and Maintenance Area - Menus 327 $aThe GUI hierarchy, the Java way 330 $aSFML Game Development is a fast-paced, step-by-step guide, providing you with all the knowledge and tools you need to create your first game using SFML 2.0.SFML Game Development addresses ambitious C++ programmers who want to develop their own game. If you have plenty of ideas for an awesome and unique game, but don't know how to start implementing them, then this book is for you. The book assumes no knowledge about SFML or game development, but a solid understanding of C++ is required. 410 0$aCommunity experience distilled. 606 $aVideo games$xProgramming 615 0$aVideo games$xProgramming. 700 $aHaller$b Jan$01532593 702 $aHansson$b Henrik Vogelius 702 $aMoreira$b Artur 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910786937503321 996 $aSFML game development$93778827 997 $aUNINA