Drop shadows in SFML
Drop shadows are created using a Gaussian blur drawn underneath the original element. You can do this using either a fixed texture or a post-processing fragment shader.
Posts about SFML
Drop shadows are created using a Gaussian blur drawn underneath the original element. You can do this using either a fixed texture or a post-processing fragment shader.
SFML is an excellent library that can be used to create 2D games and similar applications in C++. It’s an abstraction over OpenGL and various system APIs, presenting a consistent and easy-to-use interface.
Providing a Graphical User Interface (GUI / UI) API is out of scope for SFML. GUIs are complicated, and there’s no single good way to implement them. The S in SFML stands for Simple but GUI code rarely is.
There are many different options to choose from when making GUIs. This article is an in-depth comparison of the options for making GUIs in SFML, discussing their pros and cons.
Read more of "A Comparison of SFML GUI Libraries: TGUI vs SFGUI vs ImGui"
Ruben’s Virtual World Project is a game I’ve been working on for almost 4 years now. Recently I rewrote the rendering code to support voxel lighting and multiple z-level - heights of the map.
Read more of "Rendering a topdown world with layers and z-levels using SFML"
For the last two years, I have been working on a very ambitious game. The game is a top-down sandbox with multiplayer support. I’m aiming towards a city-based game, where players can wander around a procedurally generated city. One of the main reasons I started creating this game is to learn about multiplayer networking at a low level - client-side prediction, server-side reconcilliation, cheat preventation, and reducing the visual effect of latency.
Read more of "RVWP: Multiplayer Topdown Sandbox Game in C++"
Usecase: shells dropping in sync with firing, fake bullets, etc
You must use a particle emitter to create particles, however this doesn’t mean it’s impossible to create single particles on command. You can create a particle emitter which simply adds particles from a queue to the system
Read more of "How to emit a single particle using SFML's Thor Particle System"
Simply get the SFGUI window size using GetAllocation, the sfml window size using getSize, then do this arithmetic:
auto window = sfg::Window::Create();
auto win_rect = window->GetAllocation();
sf::Vector2f size(win_rect.width, win_rect.height);
window->SetPosition(((sf::Vector2f)rwindow->getSize() - size) / 2.0f);