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
  • View media
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Trailer

To kick things off, here is our first official trailer for our greenlight campaign (see below), narrated by the awesome Peter Batchelor. It was quite a trip to this stage, but it was worth it, when some of you like it.

With Cuit, it always was my intention to provide a relaxing but super challenging gaming-experience. Inspired by the game Hook, the visual style was kept minimalistic and clean. Cuit got completely rid of all technical aspects of real circuits, and only focusses on the pure logical components of it, which can make levels evolve into incredible difficult and mind-boggling riddles, while looking like a piece of cake. Even more minimalistic than the looks, however, are the user-interactions. And in some way, I think, that's what makes Cuit unique. There are literally - 2 buttons. Well, 2 kinds of buttons, leave aside some special gates like a three-layer-maze, which is no common element of most levels. So, those two elements are Output-Switches, and On-Off-Switches. The unbelievable part is, how complex interactions can become, through the logical gates, even with just those two types of buttons. With Flip-Flops, memory's, flip-switches... If you like challenging your mind, and think you are good at logical thinking - or want to test it... I think Cuit is the right game for you.

Dev-Blog: Adding memory to the game, aka: Sevenfold the interactivity

20170215185417 1

[Side-note: I will start a new series, where I talk about the details of the game and some gates, and the logic and depth behind them. This is the beginning, however, the next article will be more complex and feature the basics of the game too, so stick around if you would like to read those and discuss them with us]

I am pretty proud of this level. Does it look hard? Not really. But it has some interesting aspects to it. The three identical gates on the middle right. Those are flip-flops, and they work like light-switches. Each time you activate them (the current switches from off to on), the output switches from on to off. And this gives a nice depth to user-interactions, since pressing a button no longer always does the same thing. Each Flip Flop doubles the possible states of a level, so with 3 inputs, and 3 flip flops, we made the player from having 3 input-decisions, to having over 20, depending on how those gates are connected. Another similar gate is the memory-gate, which is pretty easy to understand. At the beginning, the output of every memory-gate is off. But power the input of a memory-gate once, and it's output will stay powered forever, even if the input gets turned off again. This adds the element of order to the game, because maybe you don't want a certain gate to fire, so you should avoid the memory-gate until it is okay to activate it, in respect of solving the level, without blowing up.

Steam Greenlight

Yes! Big news: Cuit entered Steam Greenlight. A 'funny' story: Literally 20 minutes after I paid the Steam-Greenlight fees, I read an article about steam closing Greenlight. Yep. And so I "hurried" to get the game into the Greenlight process as soon as possible. Luckily, it was mostly finished already, but boy, that weekend was intense. Anyway: It is here! After finally finishing the setup of the web page, we published the campaign. Of course we picked the one shitty domain-provider out of 300 who wouldn't let us change the name-servers, so we spend a good 24 hours alone managing those issues, but in the end, it all worked out.

If you would like to check out the Greenlight campaign and leave your feedback, that would be highly appreciated. Click on the image below to open the campaign in a new window.

cuitgreenlight


Web page

As I already mentioned in the Greenlight-part, our new website launched simultaneously. You can check it out under www.cir-cuit.com, which also might gives you a hint on the origin of the name "Cuit". ;)

As of now, the web page features a newsletter-subscription form, details about the game, and a Press-Kit, however, stay tuned for an inbuilt forum. Also, custom levels will be able to be uploaded and downloaded there, as well as rating them. Sign up to the newsletter to be kept up to date.

All the best,

Sebastian

Gemstone Keeper at LAGC 2017
Gemstone Keeper

Gemstone Keeper at LAGC 2017

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Happy New Years Everyone! Here's what's new in Gemstone Keeper as the game is getting ready for its March release!

Six Months of Progress
Gemstone Keeper

Six Months of Progress

Gemstone Keeper

On the 11th of June, Gemstone Keeper was Greenlit on Steam. A lot of game development, content creation and loads of fixes have been done since then...

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A hybrid of board and card game where your goal is to transform yourself into a Deer. Play a duel with computer or your family / friends.

Racod's Lair

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Comments
MagnusJoker
MagnusJoker

SFML the best engine to develop games for desktop.

Reply Good karma Bad karma+3 votes
marek.zelinka
marek.zelinka

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!

Reply Good karma Bad karma+2 votes
marek.zelinka
marek.zelinka

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... !!!

Reply Good karma Bad karma+6 votes
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