SFML has the potential to build the highest-quality 2D games. So, a beginner can start using SFML and not worry about having to start again with a new language or library as their experience grows. Explore the games you will build using SFML.
- [Instructor] Hi and welcome to section one,…C++, SFML, Visual Studio, and starting the first game.…In this section, we will learn absolutely everything we need…in order to have the first part…of our first game up and running.…First, we will find out more about the games we will build.…Next, we'll learn a bit about C++…and explore SFML and Visual Studio,…then set up a game development environment…and create a reusable project template.…Lastly, we will plan and prepare…for the first game project, Timber,…and write the first C++ code,…and make a runnable game that draws a background.…
Now, we move onto the video,…the games, C++, and SFML.…In this video, we are going to take a look…at the three games we're going to build…and learn about C++ and SFML.…We will learn the fundamentals…of the super fast C++ language,…a step at a time.…And then put the new knowledge to use,…so that it's fairly easy to add cool features…to the three games we are building.…Let's take a look at each one of them.…The first game is Timber,…an addictive, fast-paced clone,…
This course was created and produced by Packt Publishing. We are honored to host this training in our library.
- Creating the main game loop
- Drawing the game background
- Handling errors
- Manipulating C++ variables
- Randomizing numbers
- Making decisions with if, else, and switch
- Moving game objects
- Pausing and restarting games
- Adding scoring and messages
- Using class enumerations and arrays
- Adding sound effects
- Object-oriented programming in C++
- C++ references
- Texture management
- Collision detection
- Implementing the HUD
- Finishing the game
Skill Level Beginner
1. C++, SFML, Visual Studio, and Starting the First Game
2. Variables, Operators, and Decisions
3. C++ Strings, SFML Time, Player Input, and HUD
4. Loops, Arrays, Switch, Enumerations, and Functions
5. Collisions, Sound, and End Conditions
6. Object-Oriented Programming, Classes, and SFML Views
7. C ++ References, Sprite Sheets, and Vertex Arrays
8. Pointers, the Standard Template Library, and Texture Management
9. Collision Detection, Pickups, and Bullets
10. Layering Views and Implementing the HUD
Updating the HUD each frame3m 24s
11. Sound Effects, File I/O, and Finishing the Game
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