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SFML Game Development [Englisch] [Taschenbuch]

Jan Haller , Henrik Vogelius Hansson , Artur Moreira
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Kurzbeschreibung

24. Juni 2013

Learn how to use SFML 2.0 to develop your own feature-packed game

Overview

  • Develop a complete game throughout the book
  • Learn how to use modern C++ styles to create a fully optimized game and support for all major operating systems
  • Fully network your game for awesome multiplayer action
  • Step-by-step guide to developing your game using C++ and SFML

In Detail

Game development comprises the combination of many different aspects such as game logics, graphics, audio, user input, physics and much more. SFML is an Open Source C++ library designed to make game development more accessible, exposing multimedia components to the user through a simple, yet powerful interface.

If you are a C++ programmer with a stack of ideas in your head and seeking a platform for implementation, your search ends here.

Starting with nothing more than a blank screen, SFML Game Development will provide you with all the guidance you need to create your first fully featured 2D game using SFML 2.0. By the end, you'll have learned the basic principles of game development, including advanced topics such as how to network your game, how to utilize particle systems and much more.

SFML Game Development starts with an overview of windows, graphics, and user inputs. After this brief introduction, you will start to get to grips with SFML by building up a world of different game objects, and implementing more and more gameplay features. Eventually, you’ll be handling advanced visual effects, audio effects and network programming like an old pro. New concepts are discussed, while the code steadily develops.

SFML Game Development will get you started with animations, particle effects and shaders. As well as these fundamental game aspects, we’re also covering network programming to the extent where you’ll be able to support the game running from two different machines. The most important part, the gameplay implementation with enemies and missiles, will make up the core of our top-scrolling airplane shoot' em-up game!.

You will learn everything you need in SFML Game Development in order to start with game development and come closer to creating your own game.

What you will learn from this book

  • Learn the basics of SFML and render an airplane to the screen.
  • Create a game world to play in using entities and handle input from the player
  • Make your game richer with support menus, settings, and other states
  • Implement the foundation for a GUI library
  • Populate the world with enemies and let them interact
  • Load resources like textures from the hard drive and learn about resource management
  • Animate the game object, build a particle system and look behind the scenes of rendering
  • Add music and sound effects to your game to create an immersive gaming experience
  • Implement multiplayer over a network to indulge in gameplay over the Internet

Approach

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


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Produktinformation

  • Taschenbuch: 296 Seiten
  • Verlag: Packt Publishing (24. Juni 2013)
  • Sprache: Englisch
  • ISBN-10: 1849696845
  • ISBN-13: 978-1849696845
  • Größe und/oder Gewicht: 23,5 x 19 x 1,6 cm
  • Durchschnittliche Kundenbewertung: 5.0 von 5 Sternen  Alle Rezensionen anzeigen (4 Kundenrezensionen)
  • Amazon Bestseller-Rang: Nr. 22.814 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)

Mehr über die Autoren

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Produktbeschreibungen

Über den Autor und weitere Mitwirkende

Jan Haller

Jan Haller is a Master’s student in Electrical Engineering and Information Technology. In his free time, he occasionally develops games in C++. He is also interested in the creation of graphics and 3D models.

In 2008, Jan stumbled upon SFML. Since then, he has used the library for a lot of his work. One of his bigger projects was a 2D jump’n’run game, where the character has to find its way through different levels, defeating enemies and collecting various items. During the years, Jan has actively participated in the SFML community, getting a lot of insights into the development of SFML 2. He has also written a C++ library called Thor, which extends SFML with ready-to-use features like particle systems or animations.



Henrik Vogelius Hansson

Henrik Vogelius Hansson has always been in love with both games and programming. He started his education fairly early and continued on into the indie scene with Defrost Games and their game Project Temporality. He then moved on to the Paradox Development Studio, where he got to work on titles like Crusader Kings 2.

Beside the game companies, Henrik has also been very active in the SFML community and even provided a binding for Ruby called rbSFML.



Artur Moreira

Artur Moreira is an enthusiast game developer who aims ultimately to found a new game development company in his home country. He has been programming games and game-related software for over 4 years. Most of the effort in that time was put in creating an open-source game making library with lots of flexibility and portability called Nephilim, which supports all major desktop and mobile operating systems, making game development fully cross-platform and fast. Alongside with this big project, he makes his own prototypes and games for educational and commercial purposes.

Aside from the programming, he also puts some focus in creative areas such as 3D modeling, digital painting and music composing.


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Die hilfreichsten Kundenrezensionen
5.0 von 5 Sternen Guter Überblick über SFML 20. Juni 2014
Von B. W.
Format:Taschenbuch|Verifizierter Kauf
Das Framework wird gut erklärt und mit ausführlichen Beispielen vorgestellt. Der Rahmen des Buches ist gut gewählt; es sollte nach der Lektüre kein Problem sein, mit dem Wissen aus dem Buch eigene Spiele zu schreiben. Vor allem gibt der Autor auch einen gutes Beispiel dafür, wie ein Spiel von der Architektur her aufgebaut werden kann, sodass diese aus dem Buch für andere Spiele nachgebaut und wiederverwendet werden kann.
War diese Rezension für Sie hilfreich?
5.0 von 5 Sternen tolles Buch für angehende Spieleprogrammierer 23. Februar 2014
Format:Taschenbuch
Das Buch beleuchtet nicht nur ausführlich die SFML-Bibliotheken und wie man diese effizient nutzt, sondern erläutert auch klar verständlich Konzepte der Spieleprogrammierung z.B. fixed time-stamps etc. Darüber hinaus verweist es immer wieder auf externe Literatur, falls man sich in ein bestimmtes Thema tiefer reinarbeiten möchte. Der Beispiel-Code im Buch ist leicht lesbar und sinnvoll gemacht und leuchtet daher schon meistens beim ersten durchlesen ein. Da nicht der komplette Code 1:1 abgedruckt ist, wird man gezwungen mitzudenken. Und falls man doch nicht weiterkommt ist das Code zum Buch auf Github frei einsehbar, so dass man immer wieder vergleichen kann, wie man selbst etwas implementiert hat und wie es die Autoren des Buches gemacht haben. Tolle Sache.
War diese Rezension für Sie hilfreich?
Von Lucas
Format:Kindle Edition|Verifizierter Kauf
Dieses Buch verlangt zwei Dinge von seinen Lesern:

1. Man muss mit objektorientierter Programmierung und insbesondere mit C++ vertraut sein.
2. Man muss bereit sein, eigenständig zu recherchieren. Manche Teile des Beispiel-Codes werden nicht oder nur kurz erläutert.

Im Gegenzug bietet das Buch eine solide Einführung in die Spieleprogrammierung. Auf knapp 300 Seiten wird ein Beispiel-Projekt entwickelt, das eine gute Code-Basis für eigene Projekte darstellt.

Ebenfalls grandios: Dieses Buch ist auch für solche geeignet, die eine praxisnahe Einführung in den C++11-Standard suchen. Natürlich taugt es nicht als C++11-Referenz, jedoch werden viele der Neuerungen eben nicht nur theoretisch, sondern praktisch (als Teil eines Beispiel-Projekts) gezeigt.

Ich habe für rund 15 Euro die Kindle-Version erworben und bin der Auffassung, dass sich diese Investition bereits mehr als gelohnt hat!
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5.0 von 5 Sternen Great book 20. Juli 2014
Von Daniel V
Format:Taschenbuch|Verifizierter Kauf
As the title says it's a great book, it shows how to implement basic game related aspects and the included C++11 notes are really useful. The book is defenitively not for c++ starters but more for those people who already know their c++ basics and love to get in touch with new frameworks.
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Amazon.com: 3.9 von 5 Sternen  15 Rezensionen
6 von 6 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Fantastic 6. Oktober 2013
Von Thomas Feagin - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Verifizierter Kauf
I'm still finishing off the last two chapters, but the book and provided source code have been enormously helpful for learning much of the foundational ways in which computer games are made. At the end (mostly by chapter 7), you have a very extensible codebase for a 2d shoot-em-up style of game. The authors also make recommendations for further reading on topics that they didn't cover extensively since this is an introductory-level book (note: don't get carried away with an entity system if this is your first time making a game and you've never developed an application based on an entity system before).

This book is for people who are comfortable with object-oriented programming in general and who have at least a basic grasp of programming in C++. The SFML wiki details the C++ features you should be comfortable with prior to using the library; I would strongly recommend reviewing the wiki before purchasing this book to make sure it is something that will be appropriate for you.

The code written here is also cross-platform--I was able to compile and run the program on Linux, Windows, and Mac with only changes to the Makefile.

One minor downside: the book is not written by native English speakers, and it could use a bit more review to clean up the language. This made it slightly less readable at times, but there was always sufficient context to understand what was going on, and it's definitely not enough of an issue to make me take a star off. If you can handle C++, the minor English errors will not be a problem for you.
4 von 4 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Nice introduction to game programming with C++ 28. August 2013
Von Joel Lamotte - Veröffentlicht auf Amazon.com
Format:Taschenbuch
Any C++ programmer that is not at all familiar with game development will be interested in this book. SFML is one of the rare multimedia library that is built with idiomatic C++(11) in mind, and work hard to keep it's scope as small as possible to be as modular and useful as possible.

The book explain a lot of very basic information about game programming, which is why I would recommend any beginner in the domain of game programming to acquire the "Game Engine Architecture" book ( [...] ) to complete the bits about how any game could be done, as there are a lot of ways to make games and it's always specific to the kind of game it is.

As someone building some very esoteric game architecture, I was pleased to see that the book keep mentioning the fact that it's all an overview of what can be done in games and they made sure to keep things simple so that basics could be understood.
I think they achieve their goal but I also think it could have been more efficient. For example I often would have prefered additional short bits of code example to illustrate several of the paragraphs. Additional diagrams would have been helpful to a beginner too.

The book is nevertheless an excellent step by step introduction to SFML which is one of the best library in it's category concerning C++. I used SFML quite a bit in the last years but I learnt far more reading the book because there is a lot of things in SFML 2.0 I just didn't knew about.

Basically, if you are interested in SFML but have no idea where to start, this is your book. If you want to start understanding game programming by practice using C++, this is also your book but after reading it you should continue with Game Engine Architecture to get more perspective on the state of the art.
2 von 2 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Lives up to its name if you know C++ 15. November 2013
Von W. Schinmeyer - Veröffentlicht auf Amazon.com
Format:Kindle Edition
A while ago I was contacted by Packt Publishing. They were looking for “SFML professionals” to review a book they had published and I assume my activity on the SFML forums and bug tracker convinced them I fit the bill. So I got a free sample and a request to review it. I don’t get anything except the ebook out of this.

With that out of the way, let’s talk about the book! It’s aptly called SFML Game Development and is about exactly that. So, what is SFML? It’s the cross-platform Simple and Fast Multimedia Library for C++ that lets you easily create windows, handle their events, do 2D graphics (while allowing you to do 3D graphics using OpenGL), sound, networking and multithreading. I’ve used it in numerous small projects and some medium-sized ones and would recommend anyone starting out making games in C++ to use it. I may personally be switching over to Qt because it’s more powerful, but it’s hardly as Simple and Fast so I don’t recommend it to beginners.

So that’s SFML. You may want to use it. The book aims to teach you how. What it does not teach you is C++, and rightly so, because that’s a topic worthy of its own book, and sure enough there are plenty. (I don’t know any beginner’s books on C++ though since I’ve mostly learned through mentors so I can’t recommend any. Once you’re intermediate check out Scott Meyers.) Well, that’s not entirely true. C++ recently received a much appreciated makeover, C++11 (as in 2011). A lot of cool new features were added and the book introduces some of them where it makes sense, explaining what they do and why they’re useful. I really liked that since I had not previously looked into C++11 in depth.

But I liked the rest of the book as well. It iteratively adds onto the same game (a Shmup), resulting in a playable prototype at the end of each chapter. All of SFML’s major components are used and explained, but you could just read the API documentation to learn about those. No, the important thing is that you learn how to build a game with them: Yes, just loading a texture is fairly simple, but how do you manage all the textures in your level? Drawing a sprite is easy, but what’s a reasonable way of storing them for easy manipulation? How do you make the keys customizable? How do you manage multiple states like menus, the game itself and a pause screen? The book’s so helpful because it answers these questions in addition to teaching SFML.

One thing to keep in mind is that there are often multiple solutions to a given problem. When the book presented Entity hierarchies as the way to go I thought to myself: “Yes, they work for simple games like this one, but once the hierarchy grows you run into all kinds of trouble. A component-based system might be better in some cases.” But then sure enough the next paragraph explained that hierarchies aren’t the only way and mentioned component-based systems as one alternative. And that’s not the only place where the book mentions alternatives, there are multiple links to further material for those interested. Being aware of ones limits is important and this book certainly is aware of them and makes you aware, too. Take shaders, for example: It explains them on a high level but does not go into explaining the rendering pipeline, that’s simply outside of the book’s scope, and that’s okay since it’s open about it.

So in conclusion what makes this book valuable is not that it teaches you how to use SFML, but how to program a game with it. And it’s also a nice introduction to some of C++11. If you know C++ and want to make games with it, this is probably the book for you.
2 von 2 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen A great start for anyone interested in game development! 25. Oktober 2013
Von Robin M - Veröffentlicht auf Amazon.com
Format:Kindle Edition
Right from the start this book makes it very clear that it is directed for people who already have good knowledge about programming and more specifically C++.
It even says so at the back of the cover and I will therefore review the book seen from a perspective where you already have a good knowledge about C++.
Nonetheless you could probably make it through this book if you know programming and teach yourself C++ simultaneously. This of course would require a bit more of your time and patience.

For someone who is struggling with where to begin when it comes to game development, this book covers many good fundamentals and brings up a lot of different approaches and solutions.
It also explains why they chose the solutions they did for the specific game created using this book.
Descriptive images are used frequently throughout the book which can help to clear up for those who get lost easily by words.

Even though the book explains SFML to some extent and lets you create a game using its framework it is done in a way that allows you to switch the SFML parts with not too much off a pain.
This is also one of the strong parts about SFML; it allows the user to actually make their own game code and use SFML for smaller tasks that would require a lot of work for an inexperienced programmer.

The usage of C++11 is done in a pretty good way I think, at least since the book gives good description for those C++11 specific features it uses.
However these features can probably seem a bit too complicated for some people at times.

Overall I think the authors have managed to write in a way that keeps you interested and makes quite good explanations. The information quality and explanation length tend to drop at some points in the book however which is a little bit sad. It feels like the book at those points might have been a bit rushed.

I would recommend this book for anyone new to game development and also to those with experience since repetition is great and who knows; maybe you will learn something new. Even if you are not interested in SFML specifically and would want to write all the code by yourself you would still be getting a lot of useful knowledge from reading this book!
2 von 2 Kunden fanden die folgende Rezension hilfreich
3.0 von 5 Sternen Great book to cover game development basics but... 19. Juli 2013
Von Furkan Üzümcü - Veröffentlicht auf Amazon.com
Format:Kindle Edition|Verifizierter Kauf
The book covers fundamental basics for game development and SFML and teaches these basics with a very well-chosen game. It also talks about used C++11 functions, which is great. The problem is it lays out the source code really scattered. Sure they provide the complete source code but still it's sometimes confusing.
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