Game Development Reference
In-Depth Information
Chapter 1. Getting Started with SFML
In this chapter, we will explore the window and graphic modules of SFML and focus on
strengthening our basics. We will also see how a typical game loop looks like in SFML,
and how we can handle input to manipulate shapes on the screen.
In this chapter, we will cover:
• Window creation
• The game loop
• Event handling
• Shape rendering and transformations
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