Mastering SFML Game Development

Nonfiction, Computers, Programming, C & C++, C++, Programming Languages, Entertainment & Games, Game Programming - Graphics
Cover of the book Mastering SFML Game Development by Raimondas Pupius, Packt Publishing
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Raimondas Pupius ISBN: 9781786466846
Publisher: Packt Publishing Publication: January 31, 2017
Imprint: Packt Publishing Language: English
Author: Raimondas Pupius
ISBN: 9781786466846
Publisher: Packt Publishing
Publication: January 31, 2017
Imprint: Packt Publishing
Language: English

Create complex and visually stunning games using all the advanced features available in SFML development

About 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 For

This 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 projects

In Detail

SFML 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 approach

This 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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

Create complex and visually stunning games using all the advanced features available in SFML development

About This Book

Who This Book Is For

This 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

In Detail

SFML 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 approach

This 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.

More books from Packt Publishing

Cover of the book Implementing Splunk 7, Third Edition by Raimondas Pupius
Cover of the book Mastering Adobe Captivate 2017 - Fourth Edition by Raimondas Pupius
Cover of the book Learning Modular Java Programming by Raimondas Pupius
Cover of the book Enterprise Integration with WSO2 ESB by Raimondas Pupius
Cover of the book Angular Test-Driven Development - Second Edition by Raimondas Pupius
Cover of the book Mastering Kali Linux for Web Penetration Testing by Raimondas Pupius
Cover of the book Apple Motion 5 Cookbook by Raimondas Pupius
Cover of the book SAP ABAP Advanced Cookbook by Raimondas Pupius
Cover of the book Apache Kafka Quick Start Guide by Raimondas Pupius
Cover of the book JSF 1.2 Components by Raimondas Pupius
Cover of the book Penetration Testing with Perl by Raimondas Pupius
Cover of the book Learning Continuous Integration with TeamCity by Raimondas Pupius
Cover of the book Irrlicht 1.7 Realtime 3D Engine Beginner's Guide by Raimondas Pupius
Cover of the book Hands-On Ensemble Learning with R by Raimondas Pupius
Cover of the book BIRT 2.6 Data Analysis and Reporting by Raimondas Pupius
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy