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 in C++. It’s an abstraction over OpenGL and various system APIs, presenting a consistent and nice interface.

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.

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.

Usecase: shells dropping in sync with firing, fake bullets, etc

Simply get the SFGUI window size using GetAllocation, the sfml window size using getSize, then do this arithmetic: