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SFML Game Development电子书

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9人正在读 | 2人评论 9.8

作       者:Jan Haller

出  版  社:Packt Publishing

出版时间:2013-06-24

字       数:189.2万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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SFML 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.
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SFML Game Development

Table of Contents

SFML Game Development

Credits

Foreword

About the Authors

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers and more

Why Subscribe?

Free Access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Errata

Piracy

Questions

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

2. Keeping Track of Your Textures – Resource Management

Defining 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

3. Forge of the Gods – Shaping Our World

Entities

Aircraft

Alternative entity designs

Rendering 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

Integrating the Game class

The run() method

Summary

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

Customizing key bindings

Why a player is not an entity

Summary

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

6. Waiting and Maintenance Area – Menus

The GUI hierarchy, the Java way

Updating the menu

The promised key bindings

Summary

7. Warfare Unleashed – Implementing Gameplay

Equipping the entities

Introducing hitpoints

Storing entity attributes in data tables

Displaying text

Creating enemies

Movement patterns

Spawning enemies

Adding projectiles

Firing bullets and missiles

Homing missiles

Picking up some goodies

Collision detection and response

Finding the collision pairs

Reacting to collisions

An outlook on optimizations

An interacting world

Cleaning everything up

Out of view, out of the world

The final update

Victory and defeat

Summary

8. Every Pixel Counts – Adding Visual Effects

Defining texture atlases

Adapting the game code

Low-level rendering

OpenGL and graphics cards

Understanding render targets

Texture mapping

Vertex arrays

Particle systems

Particles and particle types

Particle nodes

Emitter nodes

Affectors

Embedding particles in the world

Animated sprites

The Eagle has rolled!

Post effects and shaders

Fullscreen post effects

Shaders

The bloom effect

Summary

9. Cranking Up the Bass – Music and Sound Effects

Music themes

Loading and playing

Use case – In-game themes

Sound effects

Loading, inserting, and playing

Removing sounds

Use case – GUI sounds

Sounds in 3D space

The listener

Attenuation factor and minimum distance

Positioning the listener

Playing spatial sounds

Use case – In-game sound effects

Summary

10. Company Atop the Clouds – Co-op Multiplayer

Playing multiplayer games

Interacting with sockets

TCP

UDP

Socket selectors

Custom protocols

Data transport

Network architectures

Peer-to-peer

Client-server architecture

Authoritative servers

Creating the structure for multiplayer

Working with the Server

Server thread

Server loop

Peers and aircraft

Hot Seat

Accepting new clients

Handling disconnections

Incoming packets

Studying our protocol

Understanding the ticks and updates

Synchronization issues

Taking a peek in the other end – the client

Client packets

Transmitting game actions via network nodes

The new pause state

Settings

The new Player class

Latency

Latency versus bandwidth

View scrolling compensation

Aircraft interpolation

Cheating prevention

Summary

Index

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