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Main features

  • Portable
    SFML compiles on standard platforms like Windows (98, 2000, XP, Vista) and Unix systems (Linux, Mac OS X). As the library grows up, support for more operating systems will be added.
  • Object-oriented
    SFML is written in C++ and provides an efficient, object-oriented design. It relies on standard patterns and idioms to provide a simple and robust framework.
  • Easy to use
    SFML aims at being easy to manipulate. Effort is put on internal code to provide the simplest public interface.
  • Flexible
    Instead of being one big API, SFML rather contains a lot of small packages, that can be chosen and combined according to the intended usage. You can use only the base package to get input and windowing, as well as the full graphics package with sprites and post-effects.
  • Easily integrable
    SFML can be used in one or more windows, and/or can be integrated in existing interface components. Integration with existing graphical user interface (GUI) libraries is easy, so that you can add SFML views into complex interfaces built with Qt, wxWidgets, MFC or whatever.

Languages

  • C++
  • C
  • .Net (C#, VB.Net, C++/CLI, ...)
  • Python
  • D
  • Ruby

System

  • Portable and accurate time measurement
  • Simple and object oriented threads and mutexes
  • Unicode module for proper conversions between UTF and locale-dependant encodings

Window

  • Can be used as a minimal, portable package to replace GLUT or SDL for windowing and input with OpenGL
  • Can create several rendering windows
  • Can be integrated into components of existing Qt / MFC / wxWidgets / Win32 / X11 / ... interfaces
  • Provides both a message-based and a real-time interface for handling input
  • Can handle mouses with up to 5 buttons
  • Can handle four joysticks with up to 7 axes and 32 buttons

Graphics

  • Interfaces very easily with OpenGL (see OpenGL samples)
  • Modern effects available and hardware-accelerated : alpha-blending, rotations, shaders, ...
  • Manages memory efficiently, so that you don't have to worry about resources lifetime or storage ; you can even load your graphical resources before any window is created
  • Can load and save standard image formats : bmp, dds, jpg, png, tga, psd
  • Can load all graphics resources directly from files in memory
  • Can use views like in a 3D scene, to zoom / translate / rotate the whole world
  • Uses a simplified shader language for adding real-time post-effects
  • Easy manipulation of graphical text through bitmap fonts
  • Supports unicode characters
  • Can load standard font file formats : ttf, cff, pcf, fnt, bdf, pfr, sfnt, type 1, type 42

Audio

  • Uses hardware acceleration whenever possible
  • Can load and save standard sound formats : ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64
  • Can load all audio resources directly from files in memory
  • 3D sound spacialization
  • Easy interface for capturing audio
  • Manages memory efficiently, so that you don't have to worry about resources lifetime or storage
  • Supports streaming for big files ; you can even write your custom streaming class for any source (network, ...)
  • Supports multi-channels formats (mono, stereo, 4.0, 5.1, 6.1, 7.1)

Network

  • Implements a portable layer over TCP and UDP sockets
  • Easy data transfers through stream-based extensible packets
  • Classes to use the HTTP and FTP internet protocols
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Blog RSS Feed Report abuse Latest News: Immortui has a confirmed musician

About Immortui with 0 comments by pighead10 on May 8th, 2013

In our second development log, I said that we were still looking for a musician. This problem is now solved - Jameson Bell will be working with us to produce some amazing soundtracks for the game. We've currently got some drafts flying through emails, but you'll have to wait until the trailer (coming soon™) to see his compositions for this project.

In the meantime, here are a few tracks he has created in the past. You could also visit his soundcloud: Soundcloud.com

 

Games
Battle Corp

Battle Corp Battle Corp

Updated 6 months ago Released Oct 23, 2012 Multiplayer Turn Based Strategy

Battle Corp simplifies the classic board game BattleTech and brings it to the computer. Allowing it to be playable by new comers and enjoyed by die hard...

Elephucker

Elephucker Elephucker

Updated 5 days ago TBD Single Player Arcade

Elephucker is bad-ass elephant on a mission. When his entire herd was killed by poachers while he was out foraging for food, Alpha Male Elephucker made...

Escape The Labyrinth

Escape The Labyrinth Escape The Labyrinth

Updated 1 month ago Released Dec 24, 2012 Single Player Arcade

Escape the Labyrinth - play the character of a boy kidnapped by a mad scientist who began to make their experiments on him. We run straight from the operating...

Immortui

Immortui Immortui

Updated 21 hours ago TBD Single Player Puzzle Compilation

Immortui is a 2D top-down puzzle game, combining classic shoot 'em up mechanics with an entirely new flavour of puzzles. As the only fit survivor of an...

Initio

Initio Initio

Updated 4 months ago Released Nov 1, 2012 Single Player Arcade

Initio is a simple top down shooter that I created in response to the Ludum Dare October Challenge.

Post comment Comments
MagnusJoker
MagnusJoker Mar 22 2013, 5:53am says:

SFML the best engine to develop games for desktop.

+2 votes     reply to comment
marek.zelinka
marek.zelinka Aug 16 2012, 2:14am says:

Creator`s of this site could add Library Used or anything like that to the Profile of game, so that game developers can make credits to the library they are using!

+2 votes     reply to comment
marek.zelinka
marek.zelinka Aug 16 2012, 2:06am says:

SFML is not an ENGINE!!!
SFML is a free multimedia C++ API that provides you low and high level access to graphics, input, audio, etc... !!!

+3 votes     reply to comment
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