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Thread: SFML bindings

  1. #1

    SFML bindings

    Hello,

    can you please add SFML section into "Game Libraries and Components" ?

    Pascal bindings:
    1) PasSFML
    https://github.com/CWBudde/PasSFML

    2) DJMaster
    https://github.com/DJMaster/csfml-fpc
    http://www.djmaster.com/freepascal/b...sfml-csfml.php
    http://www.djmaster.com/freepascal/demos/sfml-csfml.php

    SFML is only framework (https://www.sfml-dev.org/faq.php#grl-whatis) but I can share my "engine".

    My engine:
    - based on DJMaster bindings
    - 2 templates, one is for standard game and second is for editors (uses LCL components).
    - structure is inspired by ZenGL, but much much lighter. Some parts are from ZenGL.
    - gameloop, texture, sprite and texture atlas managers, logging, ini, basic functions for drawing sprites, primitives, text etc.,
    - it's not perfect but I'm using it for my project so there will be new things + fixes

  2. #2
    Great! I'm interested on your engine. Where can I find it?

    And how perfomance is? Comparable with ZenGL?

  3. #3
    PGD Community Manager AthenaOfDelphi's Avatar
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    I'll get it sorted later

    For anyone else that's looking to make suggestions, comments etc. we have a dedicated forum for this purpose:-

    http://www.pascalgamedevelopment.com...s-and-Feedback
    :: AthenaOfDelphi :: My Blog :: My Software ::

  4. #4
    Quote Originally Posted by turrican View Post
    Great! I'm interested on your engine. Where can I find it?

    And how perfomance is? Comparable with ZenGL?
    It's rather gameloop with some features I will post it later.

    Benchmark with similar scene (maybe not entirely accurate) with VSync off:
    ZenGL:
    20 000 sprites = 55 FPS
    30 000 sprites = 38 FPS
    40 000 sprites = 30 FPS
    50 000 sprites = 23 FPS

    SFML:
    20 000 sprites = 59 FPS
    30 000 sprites = 40 FPS
    40 000 sprites = 30 FPS
    50 000 sprites = 23 FPS

    So rendering is +- same but SFML doesn't use sprite batching.

    CPU (1 Core) with 20 000 sprites:
    with 5-7% CPU load (VSync on)
    with 7,5 - 12,2% CPU load (VSync on) or 14 - 17% with limiter( sfRenderWindow_setFramerateLimit( Window, 60 );

    Hardware: CPU Xeon 1231v3 (i7) 3.4GHz, GPU old AMD 6950

    I don't know what causes bigger CPU load in SFML test. Maybe using external dll?

  5. #5
    Quote Originally Posted by JC_ View Post
    It's rather gameloop with some features I will post it later.

    Benchmark with similar scene (maybe not entirely accurate) with VSync off:
    ZenGL:
    20 000 sprites = 55 FPS
    30 000 sprites = 38 FPS
    40 000 sprites = 30 FPS
    50 000 sprites = 23 FPS

    SFML:
    20 000 sprites = 59 FPS
    30 000 sprites = 40 FPS
    40 000 sprites = 30 FPS
    50 000 sprites = 23 FPS

    So rendering is +- same but SFML doesn't use sprite batching.

    CPU (1 Core) with 20 000 sprites:
    with 5-7% CPU load (VSync on)
    with 7,5 - 12,2% CPU load (VSync on) or 14 - 17% with limiter( sfRenderWindow_setFramerateLimit( Window, 60 );

    Hardware: CPU Xeon 1231v3 (i7) 3.4GHz, GPU old AMD 6950

    I don't know what causes bigger CPU load in SFML test. Maybe using external dll?
    Cool perfomance! Is your Wrapper multi-os-arch?

    High CPU usage In most of cases is OpenGL driver implementation (FullScreen for example).

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