Sabtu, 14 Agustus 2010

SFML Blueprints, by Maxime Barbier

SFML Blueprints, by Maxime Barbier

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SFML Blueprints, by Maxime Barbier

SFML Blueprints, by Maxime Barbier



SFML Blueprints, by Maxime Barbier

PDF Ebook SFML Blueprints, by Maxime Barbier

Sharpen your game development skills and improve your C++ and SFML knowledge with five exciting projects

About This Book

  • Master game components and their interaction by creating a hands-on multiplayer game
  • Customize your game by adding sounds, animations, physics, and a nice user interface to create a unique game
  • A project-based book starting with simpler projects and moving into increasingly complex projects to make you proficient in game development

Who This Book Is For

This book is for developers who have knowledge of the basics of the SFML library and its capabilities in 2D game development. Minimal experience with C++ is required.

What You Will Learn

  • Build a complete game and integrate advanced features by adding a multiplayer layer
  • Get to grips with SFML resources and build a generic and reusable resource manager
  • Gather knowledge about different entity models and build your own 2D games
  • Explore the Box2D engine and add physics properties to your game
  • Add a nice user interface to your game to make it more user friendly
  • Discover the SFGUI library and learn how to customize your game
  • Delve into the importance of multithreading and boost your code
  • Add networking and learn about serialization and database management using Sqlite3

In Detail

SFML is a cross-platform software development library written in C++ with bindings available for many programming languages. This book contains useful information that you'll need to create any kind of 2D games. Starting with the basics of game programming, resource management, and building simple 2D games, you'll then delve into more complex features such as the physics engine, constructing a game UI, and more advanced concepts of 2D gaming using SFML. You'll develop advanced functionality in your game using the concept of multithreading and learn how various threads interact. In later chapters, you'll quickly grasp the usage and implementation of isometric views and image transformation in your 2D real time tower defense game. You'll wrap up by adding networking and database management systems to your game with SQLite using an ORM.

SFML Blueprints, by Maxime Barbier

  • Amazon Sales Rank: #1150748 in Books
  • Published on: 2015-05-29
  • Released on: 2015-05-28
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25" h x .68" w x 7.50" l, 1.14 pounds
  • Binding: Paperback
  • 282 pages
SFML Blueprints, by Maxime Barbier

About the Author

Maxime Barbier

Maxime Barbier has recently finished his studies and is now a software engineer in Strasbourg, France. He loves programming crazy things and has been experimenting and sharing them with the open source community on GitHub since 2010. Also, he really likes game programming. As his favorite technology is C++, he has become an expert in it because of his work. He has also developed several libraries with this language, and some of them are used in this book. Game programming is his hobby, and he really likes the challenges involved in such a project. He also loves sharing his knowledge with other people, which was the main reason he wrote this book and also the reason for his activity in the open source community. Since 9 years, he has been working on different projects such as Anka Dreles, which is a pen and paper role-playing game, and is putting in effort to convert it into a computer game. He also loves sailing and was a sailing teacher for several years while studying. His dream is to be able to combine sailing and computer sciences by traveling around the world. Before starting with this book, Maxime had already reviewed some books, such as SFML Game Development and Getting Started with OUYA, both by Packt Publishing.


SFML Blueprints, by Maxime Barbier

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Most helpful customer reviews

2 of 2 people found the following review helpful. Initial Thoughts (Not a full review) By Barron Fritz At the end of chapter 2, so my review does not reflect the work in it's entirety.. I will leave a full review once I have completed it.Chapter 1 is all about Setting up your environment on whatever OS you choose(Windows, OSX or *nix) and it goes into presice detail on exactly how to set things up. At the end of chapter 1 you create "A minimal example" program to make sure that the library and your programming environment is set up properly. It shows a picture of the final result, shows the code in order to get this result, and then explains exactly what each part of code does. 5 Stars on Chapter 1.Chapter 2 starts out explaining what the different parts of a game are, and what they are intended to do. You extract your minimal example into it's own "Game" class and break apart each functional piece of code into it's own function. The next part goes into explaining different game loops time-steps or update cycles. I think the Author does a good job explaining Why you would need each kind of type-step and how to implement them, in a very general/basic way. Now we are in to user inputs and how the game will react to such things. At first, a 'minimal' example is given for handling Polled input and Real-Time input. Almost immediately, and with no clear reason or purpose You are instructed to create 2 new classes for handling real-time user input. The book fell apart for me here, and the code shown in the book does not match the code given in the code samples (eg. assignment operators are defined but never declared, namespace "book::" shows up out of nowhere (never mentioned) and causes errors, and the code does not compile at the end of the chapter.)I'm going to give This "hickup" the bennefit of the doubt, and wait till I finish the book to write a full review. Please take this review with a grain of salt, and Note this is for the first Edition, PDF/Kindle copy from PacktPub, and these flaws may be corrected in future editions.

1 of 1 people found the following review helpful. Loads of working projects to build but not for the C++ newcomer By J. Horton Someone fairly new to C++ will find making the code samples into a working project quite tough. Although I would say it was not too tough.For example the Asteroids, Tetris and real-time multi-player tower defence game were straight-forward enough to get playing.The strength of this book is really in it's sheer variety of projects(blueprints). If you want a really convincing SFML patterns guide maybe research SFML Game Development. If you want to build multiple working games packed full of the different SFML module's functionality then I have to say this book was seriously fun.Tetris with box2d is a hilarious but really useful project.

2 of 2 people found the following review helpful. Fun and thorough! By Zach Wilder The examples in this book are clear, well thought out, and (relatively) easy to follow. I would STRONGLY recommend a firm grasp on C++, as most of the examples could be hard to put together for a complete beginner.The example games were a blast to put together, and they do a pretty good job of illustrating the various features of the SFML library.Now, why this book should really be considered 3.5 stars and not a solid 4 - The authors should have hired an editor who can speak/write English competently. There are many typos and grammatical errors throughout the book, which detracts from the excellent job the authors did with the code. For example: "The is no member here, and the class can't be instantiate. [...] So here, only one collision test is describe that take two sf::Sprite as parameters. Take a look to the implementation." (pg 72) In addition, the code examples are spread out in a strange manner that makes it a bit difficult to read, and the typos do carry over to the code - so I would recommend you keep an eye on what you are actually typing.If you want to have fun while learning some cool tricks with SFML, I'd highly recommend this book. I wouldn't hesitate to buy another book from the same author, even with the issues above, and will probably pick up the other SFML books soon.

See all 4 customer reviews... SFML Blueprints, by Maxime Barbier


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SFML Blueprints, by Maxime Barbier

SFML Blueprints, by Maxime Barbier

SFML Blueprints, by Maxime Barbier
SFML Blueprints, by Maxime Barbier

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