As a part of an university project, we had to create something in small groups, to use project management tools, like git and unit testing. We choosed to make a small game in c++ with the help of the SFML library, and it was a lot fun.

The game turned up pretty good, basically it’s an Asteroids clone where you have to type a text to shoot down the targets, almost like in this game:

Our version was developed to run natively on windows and unix machines. It’s not finished yet, and it’s kinda rough, so I won’t post a binary (maybe in the future), but the PhobosLab version is better anyway.


I’ve never used SFML before, so first I thought it’s going to work like the Cocos2d or Cube, but it’s more lightweight which is a big advantage. Primarily it was made for 2D games, but since it doesn’t provide that big framework, it could be used in more general ways (like data visualization, user interfaces or other visual stuff). Actually, there are GUI extensions based on SFML, like this one which I haven’t tried yet, but looks promising.


It’s only lags because it’s a gif, the game is smooth as butter

The performance is also mind blowing. The c++ code compiles fast as hell, and the game runs without any lag. Sure it’s not that big project anyway, but still much more faster than any other cross platform lib that uses c# or javascript (like Unity).
Altough I’m not going to use it in iOS or Android projects. The slow support for 64 bit in OpenFrameworks made me clear to not use bigger libraries for the hole project. For desktop applications, it could be a lot better alternative than java clients (if I need a little more power), so I’m definitely going to use it in the future.

You can read more about SFML on their official site: