SFML | Simple and Fast Multimedia Library | Game Engine library

 by   SFML C++ Version: 2.5.1 License: Zlib

kandi X-RAY | SFML Summary

kandi X-RAY | SFML Summary

SFML is a C++ library typically used in Gaming, Game Engine applications. SFML has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

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.

            kandi-support Support

              SFML has a medium active ecosystem.
              It has 8727 star(s) with 1574 fork(s). There are 349 watchers for this library.
              It had no major release in the last 12 months.
              There are 129 open issues and 1056 have been closed. On average issues are closed in 111 days. There are 49 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of SFML is 2.5.1

            kandi-Quality Quality

              SFML has 0 bugs and 0 code smells.

            kandi-Security Security

              SFML has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              SFML code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              SFML is licensed under the Zlib License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              SFML releases are available to install and integrate.
              Installation instructions are available. Examples and code snippets are not available.
              It has 1207 lines of code, 0 functions and 4 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            SFML Key Features

            No Key Features are available at this moment for SFML.

            SFML Examples and Code Snippets

            No Code Snippets are available at this moment for SFML.

            Community Discussions


            Advice on improving a function's performace
            Asked 2022-Apr-11 at 00:08

            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.



            Answered 2022-Apr-10 at 19:29

            You 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.

            Source https://stackoverflow.com/questions/71816358


            How can I fix this? " HEAP CORRUPTION DETECTED after normal block.. CRT detected that the application wrote to memory after end of heap buffer "
            Asked 2022-Apr-01 at 00:09

            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




            Answered 2022-Mar-31 at 23:53

            Let's take a look at the declaration of the Engine class.

            Source https://stackoverflow.com/questions/71700055


            Concept for "this object looks like a 3D vector"
            Asked 2022-Mar-09 at 03:42

            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:



            Answered 2022-Mar-09 at 03:42


            Camera not moving correctlly in 3d space
            Asked 2022-Feb-27 at 05:30

            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:



            Answered 2022-Feb-27 at 05:30

            After 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:

            Source https://stackoverflow.com/questions/71277511


            c++ std::accumulate with policy execution is not found
            Asked 2022-Feb-12 at 16:45

            I want to use the new parallel facilities of C++17 but my computer don't.

            This works :



            Answered 2022-Feb-12 at 16:45

            std::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.

            Source https://stackoverflow.com/questions/71093773


            The texture of the player does not changing
            Asked 2022-Feb-10 at 19:25

            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 :

            No collision

            Collision but texture isn't change

            Collision and players texture is changed

            My code :



            Answered 2022-Feb-10 at 19:25


            how to draw images in a .NET Interactive notebook (C#, VS Code)
            Asked 2022-Jan-25 at 21:00

            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?




            Answered 2022-Jan-25 at 20:29

            Found 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):


            Updated/Fixed Code

            Source https://stackoverflow.com/questions/70841912


            How Do I Set Include Path Library Directory And Linker For VSCODE When I Have Visual C++ Build Tools To Work With (not g++)
            Asked 2022-Jan-13 at 13:55

            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.




            Answered 2022-Jan-13 at 13:55

            As 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.:

            Source https://stackoverflow.com/questions/70695086


            ifndef with cpp file in new library
            Asked 2022-Jan-09 at 00:29

            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:



            Answered 2022-Jan-07 at 12:48

            Static 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:

            Source https://stackoverflow.com/questions/70621203


            Error: no matching function for call to 'sf::RenderWindow::draw()'| SFML in C++
            Asked 2022-Jan-06 at 09:18

            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:



            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:

            Source https://stackoverflow.com/questions/69373816

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install SFML

            You can get the latest official release on SFML's website. You can also get the current development version from the Git repository.
            Follow the instructions of the tutorials, there is one for each platform/compiler that SFML supports.


            SFML is an open-source project, and it needs your help to go on growing and improving. If you want to get involved and suggest some additional features, file a bug report or submit a patch, please have a look at the contribution guidelines.
            Find more information at:

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