CSFML | Official binding of SFML for C | Game Engine library
kandi X-RAY | CSFML Summary
kandi X-RAY | CSFML Summary
SFML is a simple, fast, cross-platform and object-oriented multimedia API. It provides access to windowing, graphics, audio and network. It is originally written in C++, and this project is its official binding for the C language.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of CSFML
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Community Discussions
Trending Discussions on CSFML
QUESTION
I'm making a simple game using CSFML and am wondering if I can make my code more efficient.
Right now the code looks like this inside the main function's game loop:
...ANSWER
Answered 2021-Aug-03 at 06:47How to structure your game is your design decision.
You will be the first to notice problems with it.
But here is my experience. I learned that in the game logic loop you have calculations which are definitly needed, they also tend to need information on how much time has passed. In the drawing loop you just need to visualise the result of the calculations. As soon as you are going to split into threads, the timing of the need to calculate and to visualise will change. You are likely to want to calculate more often than you draw, while you want to draw always completly (except for more advanced FPS-based level of detail rendering....).
So there are multiple aspects which might make you want to keep those two things apart.
What I did was having a calculation step (which by my design gets real time information as a parameter of elapsed seconds) and a separate drawing step. That way you can have them in one parent loop, but you are free to move them at any point AND you are protecting yourself from confusing those two steps.
QUESTION
So I'm brand new to the C language and have started taking a look at CSFML and have run into an issue when trying to compile in VS Code this is my tasks.json:
...ANSWER
Answered 2021-Jan-02 at 01:12So after many hours of trying to work it out and googling and stackoverflow and discord servers I finally managed to figure it out...
I found the correct commandline args and order but kept having issues as it wouldn't compile for 64 bit but would for x86/32 bit
Since I'm using MSVC the you have to launch VS Code using "Developer Command Prompt for VS 2019" and well turns out that that defaults to an x86 build environment which isn't said in any of the documentation but if u open "x64 Native Tools Command Prompt for VS 2019" instead and open code using that it works using the following tasks.json:
QUESTION
I am doing the SFML tutorial but adapting it to C
I declare a variable in the code and using it elsewhere, but getting a gcc error that says undefined reference to 'mainWindow'
Code:
...ANSWER
Answered 2020-Jul-20 at 17:40The C libraries for CSFML contains a function to initialize a window like so, I was declaring it like a function prototype
QUESTION
I've downloaded CSFML from github and would like to use it in one of my programs. How can I do so? I have a source folder containing some header files. It has three sub-folders.
...ANSWER
Answered 2020-Jun-05 at 21:27CSFML is the C-binding to SFML, which itself is a cross-platform multimedia framework.
Instructions for macOS
The instructions differ depending on the platform. Also whether you want to install them system-wide or have the bindings in a separate folder (e.g. if you play around with different versions of the bindings). There are also many different ways to use it from different development environments or build systems.
Here for example instructions on how to use it on the command line under macOS. The following instructions may therefore not fit your needs exactly, but should at least make the start easier.
Install SFML
Because CSFML is only a C binding to SFML, you must first download and install SFML.
For macOS you can get it from here: https://www.sfml-dev.org/files/SFML-2.5.1-macOS-clang.tar.gz
Due to https://www.sfml-dev.org/tutorials/2.5/start-osx.php#installing-sfml you need to:
- Copy the content of Frameworks to /Library/Frameworks ...
- Copy the content of extlibs to /Library/Frameworks
Project Structure
There are also different ways to set up a project structure, e.g. you could simply put your include, lib, and share directory in a subdirectory with the actual name csfml
.
Then create a test.c file.
Building
You can then build your test program like this:
QUESTION
Basically I have been programming in csfml and when I try to compile my code it will give me two warnings the first one would be: 'sfMouseWheelEvent' is deprecated [-Wdeprecated-declarations]and the second warning is: deprecated [-Wdeprecated-declarations].
typedef struct CSFML_DEPRECATED I've been trying to execute the programm but it gives me a window which doesn't show up and stops reacting imediatly.
...ANSWER
Answered 2020-Feb-10 at 11:39If it helps: https://www.sfml-dev.org/changelog.php#sfml-2.3
Deprecated API
sf::Event::MouseWheelEvent: This event is deprecated and potentially inaccurate. Use MouseWheelScrollEvent instead.
QUESTION
I'm currently rewriting a minesweeper program in C using the CSFML library.
I'm having some issues at managing the initialization only after the first click, more precisely in the part where I'm supposed to set the tiles around the click empty.
I can't find a way to make these tiles empty without having a risk of removing some bombs. Here's my init code block for now :
...ANSWER
Answered 2020-Feb-06 at 10:05- Create an empty matrix
- Fill it with n mines at random locations. Upon generating (x, y) coordinates, check if they are already taken.
If the coordinates are already taken, you should place the mine at the next available position.
For example by increasing x by 1, check if free, if not, increase x again. Upon reaching the end of the row, increase y instead and start over with x=0.
If you simply generate a new random number, your algorithm could in theory get forever stuck. In practice it will probably work, but I would expect such an algorithm to generate the grid slower1) than one that just picks the next free spot.
1) rand() call overhead is the most likely bottleneck in this algorithm. But also if you pick the next spot rather than calling rand() again, the CPU might be able to speculatively load (parts of) the array in prefetch data cache. This wouldn't be possible when the memory location is literally random each time you pick it.
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