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

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A typical use case

Now we have seen what kinds of different resources there are, but we do not know yet how to apply this knowledge to our game. While the approach you have seen in Chapter 1, Making a Game Tick, may work for simple examples, it does not scale well to a bigger project. As our game grows, we have to reflect about how the resources are going to be used. This is explained in the next sections.

Graphics

In our game, a crucial part will be the visual representation of the world and different objects in it. We need to think about how we get from an image on the hard disk to its visualization on the screen.

  • Game entities such as the player's airplane, enemies, or the landscape are represented with sprites and possibly texts. They do not ...

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