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++!
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.