SFML | Simple and Fast Multimedia Library | Game Engine library
kandi X-RAY | SFML Summary
kandi X-RAY | SFML Summary
SFML is a simple, fast, cross-platform and object-oriented multimedia API. It provides access to windowing, graphics, audio and network. It is written in C++, and has bindings for various languages such as C, .Net, Ruby, Python.
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Trending Discussions on SFML
QUESTION
For a project I'm working on, I require a function which copies the contents of a rectangular image into another via its pixel buffers. The function needs to account for edge collisions on the destination image as the two images are rarely going to be the same size.
I'm looking for tips on the most optimal way to do this, as the function I'm using can copy a 720x480 image into a 1920x955 image in just under 1.5ms. That's fine on its own, but hardly optimal.
...ANSWER
Answered 2022-Apr-10 at 19:29You can determine once for all which rectangle of the source image will effectively be copied to the destination. Then the most efficient way is to copy row by row, as the rows are contiguous. And memcpy
is the fastest way.
QUESTION
I had a program working good (without prompting errors) using references, but I decided to use a pointer-to-pointer array allocated on virtual memory, because I can use a variable as the size of the array.
The error prompts when I break the while (m_Window.isOpen())
loop, in other words when I close the game window and the game is finished. I have noticed that the program breaks when I try to erase the virtual memory in the Engine::cleanVirtualMemory()
function. I have noticed that it is there because I have put two flags (cout << "running1" << endl;
and cout << "running2" << endl
) and I can show just the first flag.
Then it prompts a window with the following message:
HEAP CORRUPTION DETECTED after normal block.. CRT detected that the application wrote to memory after end of heap buffer
main.cpp
...ANSWER
Answered 2022-Mar-31 at 23:53Let's take a look at the declaration of the Engine
class.
QUESTION
I have a project which is using a few libraries where each one of the libraries define some sort of 3D vector, as an example I use SFML's 3D vector in some parts of the code, reactphysics3d's Vector3
on others, and yet another 3D vector from another library.
Now I need to code the cross product and the std::ostream &operator <<
for each one of the vectors:
ANSWER
Answered 2022-Mar-09 at 03:42This
QUESTION
I am currently working on moving a camera in 3d space. I want it to move ONLY in the x and z-axis (horizontal). So far it was moving correctly when the rotation of the camera is all zero, but when I change the value of it, the camera starts to act a little weird, moving in the wrong direction. I am using SFML, but I think it's the math that causes the problem. It is weird because the code I move the camera is identical to one of the projects I wrote earlier, but the project works fine.
Here's the code that constrains the rotation:
ANSWER
Answered 2022-Feb-27 at 05:30After digging into my code for a long time, i find that the problem is in the code where I constrains my rotations, and how I get the "trans" matrix.
First, the constrains code should be:
QUESTION
I want to use the new parallel facilities of C++17 but my computer don't.
This works :
...ANSWER
Answered 2022-Feb-12 at 16:45std::accumulate
is meant to apply the binary operation in-order, so it doesn't make any sense to use an execution policy. It doesn't have any overload accepting one (see https://en.cppreference.com/w/cpp/algorithm/accumulate).
If you want to allow out-of-order evaluation with some execution policy, replace std::accumulate
by std::reduce
. std::reduce
may assume commutativity and associativity of the operation to reorder it into any permutation and apply it in any grouping of the elements.
QUESTION
In the code I wrote, the collision is detected correctly, but only 1 enemy changes players texture. What is the reason and how can I change players texture for every enemy? The problem is between lines 56 and 64 of the code.
Screenshots :
Collision but texture isn't change
Collision and players texture is changed
My code :
...ANSWER
Answered 2022-Feb-10 at 19:25In your loop
QUESTION
I'm trying to draw simple graphics in the .NET Interactive Notebook, using C#. Kind of like a C# version of Dr. Racket.
The simplest thing I've seen so far is using System.Drawing
(SFML.NET, Raylib-cs work too, but they open up a window to show graphics instead of within the notebook).
I'd be willing to try another recommendation with #r "nuget:"
too.
The problem seems to be related to the MIME type, but I'm not sure. I get the same results with both .dib
and .ipynb
Is there a way to use something like .Display()
and show the simple image within the notebook?
Code
...ANSWER
Answered 2022-Jan-25 at 20:29Found the answer on github's issues. It looks like someone made a Skiasharp extension too, which is more what I'm looking for (although I cannot figure out how to install it):
https://github.com/dotnet/interactive/issues/902#issuecomment-900918386
Updated/Fixed Code
QUESTION
I have set up VS code as my development environment and used
MSVC
build tools (cl.exe
compiler) instead of g++
. I tried to set up SFML
for my environment. I want to know how do I set the SFML
include path and library path. And also, How do I perform static Linking with cl.exe
. Note: I am using only VS code and NOT Visual Studio for programming. Below are some files I've used. Tasks.json
,Launch.json
, C_cpp_properties.json
.
Tasks.json:
...ANSWER
Answered 2022-Jan-13 at 13:55As mentioned in the comments, you need to use a C++ build system to manage dependencies and build your project. VSCode does not come with any built-in build systems like Visual Studio does.
VSCode tasks allow you to specify a command line, which can then be invoked easily in the IDE. The task shown is just a "build active file" task, which is only really useful for trivial programs with no dependencies. It invokes cl.exe
on the current source file (and passes a few other arguments).
You can specify include directories and pass arguments to the linker by adding to the "args" array in the task, e.g.:
QUESTION
Hello im trying to build my own library in c++, and after many hours of searching and trying i learnt that a good way of doing one would be using nested classes, so i made some code in this form of tree: file tree
So i divided all the class files into different header files(i know this is harder and maybe not necessary but i wanted have it like that, if nothing more then just for training). And so to keep the nested class connected, but in different files, each header needs to include its child and or parent to function correctly. This didnt work, gave me errors of recursive include (duh) so i searched online and found #ifndef and #define and i used them in this way:
...ANSWER
Answered 2022-Jan-07 at 12:48Static variables must be defined only once in the entire program. If you define them in a header file, they are defined in every .cpp file that includes the header.
Move these lines into a .cpp file:
QUESTION
I tried to create a Button
class and use it with SFML, unfortunately, it produces the error:
no matching function for call to 'sf::RenderWindow::draw()'|
and a few more.
This is the code:
...ANSWER
Answered 2021-Sep-29 at 09:53
error: use of deleted function 'sf::RenderWindow::RenderWindow(const sf::RenderWindow&)'.
This tells you that you are trying to copy a sf::RenderWindow
but a sf::RenderWindow
is not copyable.
In the shown code, this is the offending copy:
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