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Kamal Kornilov
Kamal Kornilov

READ BOOK Mastering SFML Game Development


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.




READ BOOK Mastering SFML Game Development



Keep in mind that, although we won't be going into too much detail in this particular chapter, the code that accompanies this book is a great resource to look through and experiment with for more detail and familiarity. It's greatly recommended to review it while reading this chapter in order to get a full grasp of it.


Of course the original sfml wiki is charm, you can refer there as well. Also the people at the forums are very helpful and will gladly help you if you have any doubt. I wish you good luck in your journey of learning SFML. You can also read more about the dynamic libraries (and in what aspect do they differ from their static counterparts) in this post


If you enjoy reading content that provides step-by-step instructions, clear examples, and that won't throw you in the deep with millions of details, this book is probably for you. The chapters aim to be understandable for people without any graphics programming experience, but are still interesting to read for the more experienced users. We also discuss practical concepts that, with some added creativity, could turn your ideas into real 3D applications. If all of the previous sounds like someone that could be you, then by all means, please continue.


Toc: Mastering SFML Game Development......Page 9Mastering SFML Game Development......Page 10Credits......Page 11About the Author......Page 12About the Reviewer......Page 13Why subscribe?......Page 14Customer Feedback......Page 15Preface......Page 16What this book covers......Page 17What you need for this book......Page 18Who this book is for......Page 19Conventions......Page 20Reader feedback......Page 21Errata......Page 22Questions......Page 23Introduction......Page 24Pacing and source code examples......Page 25Common utility functions......Page 26The Linux version......Page 27Other miscellaneous helper functions......Page 28Generating random numbers......Page 30Service locator pattern......Page 32Entity component system core......Page 33Resource management......Page 37Windows system......Page 39Application states......Page 40Loading state......Page 41File loader......Page 42Implementing the loading state......Page 45Managing application events......Page 49Event manager interface......Page 51Use of graphical user interfaces......Page 53Representing a 2D map......Page 55Sprite system......Page 56Sound system......Page 58Summary......Page 60Use of copyrighted resources......Page 61The drawable side of things......Page 62Rendering system......Page 63Movement system......Page 67Handling collisions......Page 72Collision system......Page 73Control system......Page 78State system......Page 80Sheet animation system......Page 83Entity sounds......Page 86Sound system......Page 87Implementing the menu state......Page 91Implementing the game state......Page 93The main game class......Page 96The final bit of code......Page 100Summary......Page 101Use of copyrighted resources......Page 102Array of structs versus struct of arrays......Page 103Storing particles......Page 104The generator......Page 107The emitter......Page 108Implementing emitter......Page 109Force applicators......Page 110Building the particle system class......Page 112Implementing the particle system......Page 113Drawable updater......Page 121Lifespan updater......Page 122Interpolator......Page 123Force updater......Page 124Collision updater......Page 126Area position......Page 129Line position......Page 130Random color......Page 131Color range......Page 132Random lifespan......Page 133Random velocity......Page 134Size range......Page 135Texture generator......Page 136Using the particle system......Page 138Summary......Page 141Use of copyrighted resources......Page 142File manager interface......Page 143Implementing the file manager......Page 144Implementing the file loader......Page 148The loading state......Page 150Implementing the loading state......Page 151Implementing the state......Page 154Building the control mechanism......Page 159Implementing controls......Page 161Summary......Page 172Planning the selection options......Page 173Implementing selection options......Page 176Building the tile selector......Page 194Implementing the tile selector......Page 195Summary......Page 199Understanding shaders......Page 200Shader examples......Page 201SFML and shaders......Page 202Localizing rendering......Page 204Implementing the renderer......Page 205Integrating the Renderer class......Page 209Updating the ParticleSystem......Page 210Updating entity and map rendering......Page 211Updating the Map class......Page 212Writing the shaders......Page 213Summary......Page 215Use of copyrighted resources......Page 216Setting up a Visual Studio project......Page 217Using GLEW......Page 218Programmable pipeline......Page 220The model class......Page 223Implementing the model class......Page 224Creating shader programs......Page 227Implementing the shader class......Page 228Writing basic shaders......Page 231Drawing our first triangle......Page 233Implementing the texture class......Page 235Model and shader class changes......Page 238Updating the shaders......Page 240Using a texture......Page 241The world space......Page 243The transform class......Page 244Implementing the transform class......Page 245Updating the shader class......Page 246Manipulating the triangle......Page 248View projection essentials......Page 250Implementing the camera class......Page 251Updating the rest of the code......Page 252Moving the camera around......Page 254Drawing with vertex indices......Page 258Face culling and depth buffer......Page 261Back face culling......Page 263Summary......Page 264Using third-party software......Page 265Modifying the renderer......Page 266Implementing changes in the Renderer class......Page 267A minimal example......Page 269Shader code......Page 271Attenuating light......Page 273Modifying the light pass shader......Page 275Changes in the C++ code......Page 276The light manager class......Page 280Implementing the light manager......Page 281Integrating the light manager class......Page 284The Map class......Page 286The entity renderer system......Page 288The particle system......Page 289Preparing for additional materials......Page 290Preparing the texture manager......Page 291Material pass shaders......Page 292Normal maps......Page 294Implementing normal map rendering......Page 295Changing the lighting shader......Page 297Adding support for specularity......Page 300Changing the lighting shader......Page 302Adapting the existing code......Page 304Writing the height pass shader......Page 306Changing the lighting shader......Page 307Summary......Page 309Use of third-party software......Page 310Omni-directional point lights......Page 311Cubemap textures......Page 312Representing shadow casters......Page 314Implementing the shadow caster structure......Page 315Creating a camera class......Page 317Defining a cube texture class......Page 318Implementing the cube texture class......Page 319Rendering to an off-screen buffer......Page 321Implementing the light manager changes......Page 324Drawing the actual shadow maps......Page 326The shadow pass shaders......Page 328Results......Page 329Implementing a generic frame buffer object......Page 331Rendering from a buffer to another buffer in OpenGL......Page 332Implementing the quad primitive class......Page 333Making the changes to the light manager......Page 334Implementing light manager changes......Page 335Re-working the light pass......Page 337Submitting light uniforms to the shader......Page 340The new and improved light pass shaders......Page 341Creating the shadow system......Page 344Integrating the changes made......Page 347Percentage closer filtering......Page 348Summary......Page 349Use of third-party software......Page 350The devil's in the details......Page 351Time-based sampling......Page 352Sampling our application......Page 353Finding GPU bottlenecks......Page 355GL_Transform optimizations......Page 357Particle system optimizations......Page 359Light culling......Page 362Summary......Page 365


With your new game engine knowledge and practice with the six games of the previous module you are ready to cover some much more advanced topics. First, you will see how to implement several new game features and then in the biggest project of the course so far, you will see how to use them all together in a full-featured 2D platform game. The final part of this module will take a quick look at what is to come in the final module by building an Asteroids game that uses OpenGL ES.


This module will up the skill level quite a bit. You can expect to spend a little bit longer studying compared to previous modules. It is likely, however that you will find it extremely rewarding. This modules content is contained entirely in the book Mastering Android Game Programming. You will learn to build a space shooter game with neat particle effects, Google Play integration, virtual-joystick control and background music.


Sorry for the delay, I have been overtaken by events again. To keep you going (because it might be a while) consider mastering c++ through SFML as Packt have several new books including a mastering SFML recently out. For 3D games, Udemy (at the time of writing) have a ten dollar offer(Use voucher code FOCUSFEB on some really comprehensive Unreal Engine courses. For a generic C++/game book, I have recently read this: -development/c-game-development-cookbook. It is excellent and would complement any course. Just be sure to match the level to suit yourself.


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