O'Reilly logo

SFML Game Development By Example by Raimondas Pupius

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Summary

With the invention of all the tools we need, we will next be working on adding the most common game elements to our final project and bringing it to life, not to mention actually flexing the backend functionality we built. Although this chapter has come to an end, this is by no means the last of us discovering and applying new programming patterns, should a need ever arise again to use one.

A good code-base is one that can handle new features and expansion of old ones with ease. The fruition of this chapter marks the point, at which the games we make are no longer bound to be simplistic due to design restrictions or inconvenient expansion. At this point, the question is no longer "How?", it's "Why not?" Seeing as you have made it this far, ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required