create complex and visually stunning games using all the advanced features available in SFML development /
First Statement of Responsibility
Raimondas Pupius.
.PUBLICATION, DISTRIBUTION, ETC
Place of Publication, Distribution, etc.
Birmingham, UK :
Name of Publisher, Distributor, etc.
Packt Publishing,
Date of Publication, Distribution, etc.
2017.
PHYSICAL DESCRIPTION
Specific Material Designation and Extent of Item
1 online resource (1 volume) :
Other Physical Details
illustrations
CONTENTS NOTE
Text of Note
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.
Text of Note
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.
Text of Note
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.
Text of Note
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.
Text of Note
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.