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Mastering SFML Game Development (Paperback)
Loot Price: R1,253
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Mastering SFML Game Development (Paperback)
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Create complex and visually stunning games using all the advanced
features available in SFML development About This Book * Build
custom tools, designed to work with your specific game. * Use raw
modern OpenGL and go beyond SFML. * Revamp your code for better
structural design, faster rendering, and flashier graphics. * Use
advanced lighting techniques to add that extra touch of
sophistication. * Implement a very fast and efficient particle
system by using a cache-friendly design. Who This Book Is For This
book is ideal for game developers who have some basic knowledge of
SFML and also are familiar with C++ coding in general. No knowledge
of OpenGL or even more advanced rendering techniques is required.
You 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 projects In Detail 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 'alive'. Throughout 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 building. From this point on,
it'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. Style 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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