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Chapter 1. Making a Game Tick

Through the words in this book, we will attempt to convey the best knowledge we possibly can. We aim to teach techniques that we learned along the years, techniques that we would like to have been told about in our early days of game development. We now write this book to save your time, by showing you directly the solution to common problems, and why things work the way they do.

Alongside our attempt to teach the basics and a little beyond game development, we will especially focus on the Simple and Fast Multimedia Library (SFML). Every part of this book will be about developing a game and leveraging the advantages that SFML is able to provide us. To spice things up a little, and since we use the C++ programming language, we will try our best to use the language in a modern way, applying more recent language features, techniques, and programming styles, in a fully object-oriented approach. C++ is a great tool and it always has been, however, it is a good thing if we grow with it and adapt to the possibilities it has to offer in the present day.

This chapter introduces the SFML library and shows you its capabilities by creating a small application. We are going to address the basic concepts relevant to game development, namely; rendering, game loops, and code organization. Furthermore, the first part of our game code developed, will serve as a basis for the coming chapters.

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