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Topics - OrderNexus

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Hello again, SFML community! Although it has been quite a while since its actual release, I'm still happy (although late) to announce that the newest (to my knowledge) SFML book is finally published and available in a myriad of formats and locations now:


The logical question, I suppose, is what does this one actually offer in comparison to everything else out there. Aside from picking up right where my first book (SFML Game Development by Example) left off, it teaches and demonstrates more advanced rendering techniques to improve your games. Everything from using sf::Shaders to actually going raw OpenGL is covered, and the results range from simply manipulating the rendered image on screen to actually implementing ambient, normal and specular lighting, as well as fully three-dimensional shadows in a 2D game. It also goes over the creation of your own custom tools for building game assets such as maps, using various profiling tools and actually optimizing your game code, and building a particle system that emulates 3D particles in a 2D world.

This is what the shadows look like in the game: (I know the ground looks a bit tiled, and that's simply because auto-generating normal and specular textures for tile-maps is a bit painful, and usually leads to hard edges. I did my best to combat that, but the software I had access to didn't deal with that right, and I have no artistic skills to draw my own material-maps)

There's also a video of this in action, showcasing how raising and lowering the light affects the shadows being displayed on tiles with greater elevation:
A couple of different angles showcasing the specular lighting:

A glimpse at some of the game asset editing tools built from scratch:

Some multi-state particles being used in different ways:

A lot of concerns from previous input I've received have been addressed and taken into account, such as using smart pointers, relying on C++11/14 a lot more, following certain general guidelines etc. In the end, I did want to make this book seem like something I myself would want to purchase and use to get better, so that was my primary objective. I think I have accomplished that, and I can't wait to hear some feedback from the community.

If you do decide this is a book you might enjoy and end up reading it, please feel free to contact me at any time to let me know whether it was acceptable or not. If any problems arise, I'm available (within reason) here through the PM system, or you could just directly shoot me an email at order.nexus.dev@gmail.com. Love 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!

General discussions / SFML Game Development by Example - 4th SFML book
« on: December 29, 2015, 10:06:08 pm »
Good day, fellow SFML developers!

I'm extremely happy to announce that the fourth book in the SFML series has just been published! It's called "SFML Game Development by Example" and can be found here:


I have put a lot of work and effort into this project, and I really hope that those of you who decide to purchase it will enjoy it. Since this is a "by example" publication, I've tried to explore some additional aspects of game development and programming, such as game programming patterns, implementing a flexible G.U.I. system, utilizing the entity component system paradigm, and much more. This is also the first SFML book to tackle the topic of networking, as the final project is a small RPG-style multiplayer game, where players can duke it out by using very basic combat. It looks a little something like this:

I think I have managed to produce a fairly smooth learning experience throughout the book, by addressing most of the issues a beginner game developer might face in a carefully compartmentalized manner. The book will guide you through three projects in total. The first one is a snake remake. Why snake? Well, it's simple and awesome. :) The second project is a side-scrolling platformer, which you can see on the cover of the book. It introduces a lot of common concepts of game development to the reader and serves as an intermediary project, which leads them nicely into the last project. Sound and music management, G.U.I. and ECS are all implemented here, along with the grand finale of networking, which spans the last two chapters.

With that said, I hope you enjoy the book if you do decide to purchase it. I'd like to express the deepest thanks to Laurent, without whom I wouldn't have had this opportunity. Also, feel free to contact me if you have any issues or questions. You can leave a message here or contact me via e-mail at: order.nexus.dev@gmail.com

Have a nice day!

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