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[PDF] Mastering SFML Game Development

 
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MessagePosté le: Mar 27 Juin - 12:17 (2017)    Sujet du message: [PDF] Mastering SFML Game Development Répondre en citant

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<h4>Key Features</h4><ul><li>Build custom tools, designed to work with your specific game.</li><li>Use raw modern OpenGL and go beyond SFML.</li><li>Revamp your code for better structural design, faster rendering, and flashier graphics.</li><li>Use advanced lighting techniques to add that extra touch of sophistication.</li><li>Implement a very fast and efficient particle system by using a cache-friendly design.</li></ul><h4>Book Description</h4>
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 &#x2018;alive&#x2019;. Throughout the next couple of chapters, you will be successfully editing the game maps with ease, all thanks to the custom tools we&#x2019;re going to be building. From this point on, it&#x2019;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.
<h4>What you will learn</h4><ul><li>Dive deep into creating complex and visually stunning games using SFML, as well as advanced OpenGL rendering and shading techniques</li><li>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</li><li>Craft your own custom tools for editing game media, such as maps, and speed up the process of content creation</li><li>Optimize your code to make it blazing fast and robust for the users, even with visually demanding scenes</li><li>Get a complete grip on the best practices and industry grade game development design patterns used for AAA projects</li></ul><h4>About the Author</h4>
Raimondas Pupius is a game development enthusiast from Lithuania, currently working towards getting a degree in software engineering, as well as a few projects of his own. Having started his unofficial education in this field at the age of 9 and being introduced to video games even prior to that has guided him to this particular career choice, which was only strengthened by the experience earned from his first book &#x201C;SFML Game Development By Example&#x201D;. The ultimate dream is, of course, starting a company of his own and making professional games for a living. His other interests include web development, which was his primary interest before game development, music and linguistics.
<h4>Table of Contents</h4><ol><li>Under the Hood - Setting up the Backend</li><li> Its Game Time! - Designing the Project</li><li>Make It Rain! - Building a Particle System</li><li>Have Thy Gear Ready - Building Game Tools</li><li>Filling the Tool Belt - a few More Gadgets</li><li>Adding Some Finishing Touches - Using Shaders</li><li>One Step Forward, One Level Down - OpenGL Basics</li><li>Let There Be Light - An Introduction to Advanced Lighting</li><li>The Speed of Dark - Lighting and Shadows</li><li>A Chapter You Shouldn't Skip - Final Optimizations</li></ol>






Mastering SFML Game Development Raimondas Pupius
Mastering SFML Game Development book text format Mastering SFML Game Development book BitTorrent free





The very last chapter will wrap up our project by making it lightning fast and efficient.Style and approachThis 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 solutionsHowever, no project is complete without being optimized firstLove it, hate it, bash it or praise it, I'd just be happy to hear from you and potentially help you out.Hope you all enjoy it, and thanks for reading! Last Edit: May 04, 2017, 04:51:11 am by OrderNexus Logged GameBear JrSubject: The E-mail message field is requiredStyle 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

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4,000+ eBooks & Videos 40+ New titles a month 1 Free eBook/Video to keep every month Start Free Trial Reload to refresh your sessionPlease enter recipient e-mail address(es)Cite/Export Cite/Export Copy a citation APA (6th ed.) Chicago (Author-Date, 15th ed.) Harvard (18th ed.) MLA (7th ed.) Turabian (6th ed.) Export a citation Export to RefWorks Export to EndNote / Reference Manager Export to EasyBib Export to EndNote / Reference Manager(non-Latin) Cancel Note: Citations are based on reference standardsYou 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 projectsIn DetailSFML is a cross-platform software development library written in C++ with bindings available for many programming languagesif (mode == ControlMode::Brush) { RemoveTo help personalize content, tailor and measure ads, and provide a safer experience, we use cookiesBy 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'Be the firstTerms of Use Privacy Brazil - Rakuten France - PriceMinister Germany - Rakuten Japan - Rakuten Taiwan - Rakuten United States - Buy.com International - Rakuten All Rakuten Services By using this website, you agree to our Cookies Policy Ok, got it

It's very wierd, specially because we didn't change anything in the SMovement or CController filesRevamp your code for better structural design, faster rendering, and flashier graphicsFrom this point on, it's all about making the game look goodThis book will help you become an expert of SFML by using all of its features to its full potentialMore titles to consider AddAdd to Cart Shopping Cart You're getting the VIP treatment! With the purchase of Kobo VIP Membership, you're getting 10% off and 2x Kobo Super Points on eligible itemsThroughout 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 buildingAt least modify your check up top to something like this:if (mmapControls->GetMode() != ControlMode::Brush && (mode != ControlMode::Select mselectRangeX.x == -1)) { return; }Goes to show how missing something simple like that can result in a crashIt's like something is slowing him down like a car applying the brakesThanks! We are currently reviewing your submission 171bf2437f



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MessagePosté le: Aujourd’hui à 21:51 (2018)    Sujet du message: [PDF] Mastering SFML Game Development

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