New C++ Tutorial post. Covers compiling for release and distribution

18. May 2012

 

 

At the request of a reader I put together a guide on how to build your SFML 1.6 project in release mode, then how to package it for distribution.

 

It’s part of the main tutorial series, but can be accessed directly here.  If you are looking into how to distribute a release version of your SFML game, be sure to check it out

 

 

In doing so, I ran into a NASTY C++ related problem, which I will mention in a post shortly!

Programming , , ,




Game From Scratch CPP Edition ( Pang ) being ported to SFML v2

2. May 2012

 

 

Nathan, a reader of this site, has graciously agreed to provide his port(s) of the Game From Scratch C++ tutorial from 1.6 to 2.0.  He started with chapter 6, as prior chapters mostly involved simple changes in property/method names, as SFML has moved to CamelCase.  Chapter 6 is the first chapter where more intensive changes needed to be made.

 

 

So if you are following along my C++ tutorial, but would prefer to work with SFML 2.0, download these projects instead.  Nathan has promised to make each following chapters code available as well, and once I am up to current, I will edit in the original tutorial posts so you have an option of downloading either 1.6 or 2.0 project versions.

 

Sometime in the future, I will put together a post on what is required to port from 1.6 to 2.0, I promise… sometime. Smile

 

This project is exactly like the 1.6 ones.  It is preconfigured ( with SFML 2 release candidate ), so  all you have to do is download, unzip and open the solution in Visual Studio.

 


Download Pang6 here.   Will update as further chapters become available.

 

Thanks Nathan.

 

EDIT: Link fixed.

Programming , ,




Pang! Part 9 is now live

31. December 2011

 

 

As the title says, the 9th part of our C++ game programming using SFML tutorial is now live. In this chapter we implement a caching solution for dealing with SFML game audio files. Along the way we learn a bit about C++ exception handling as well as touch on the subject of C++ templates. We also implement our second paddle and give it the most basic of artificial intelligence.

 

 

 

As the majority of this chapter is audio related, this image really isn’t all that impressive, but here is our current game in action.  We are very near to a complete game at this point and have covered most of the basics of C++!

 

 

pang9b

 

 

 

 

You can access part 9 by clicking here.  If you haven’t read any of the tutorial yet, you can access the table of contents here.  Again, any and all feedback appreciated.

Programming , ,




Pang Chapter 7 is now live

27. October 2011

 

Yeah, I really took my sweet time on this one, but things are better the longer you wait, no? Smile

 

 

In this chapter we get the ball rolling, literally.  Additionally we add collision detection and realistic rebounds.  On the C++ front, we introduce and discuss the various types of casts in C++.

 

For those of you that haven’t read it yet, the Pang C++ Tutorial table of contents is right here.

 

For those that have been following along, Pang Part 7 is here.  As always, full project source is included at the end.

 

 

And here Pang, the worlds most over-engineered pong clone in action!

 

pang7

Programming , ,