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SFML Game Development by Henrik Vogelius Hansson, Artur Moreira, Jan Haller

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Summary

We had to cover a lot of ground in this chapter. We have explained the most basic concepts that are required to create a game; concepts that you should always have present in order to save yourself from losing time in such issues, and instead, focus on making a great game.

In this chapter we:

  • Learned what SFML is, and what functionality it provides
  • Listened to input, and moved the player over several frames
  • Rendered an image to the screen
  • Learned about game loops and delta times, and saw the strengths and weaknesses of different approaches to handle time steps.

And if you are interested in how you would measure your FPS and render that to the screen, then have a look at the code base. We have implemented that functionality there, and it is based ...

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