Hello.
I am making a
classical roguelike using SFML in c++.
It is my first time making a game in c++, and using SFML, so progress is slow, both in learning game programming, the SFML library, and the c++ language. However, I am enjoying the process, even though it is all a bit overwhelming, and there is much I struggle with.
In-Game Screenshot:Rendering the screen above takes a total of three draw calls, one for the tilemap and the wizard (single sf::vertexArray), one for the ui (sf::vertexArray), and one for the text (sf::Text) showing various values. The gui and its text uses the default view of the window when drawing so that it is always drawn in the same position on the screen.
I am considering rendering the text as a texture, part of the gui's vertexarray, since the tileset I am using comes with its own font. However, it is quite a bit more work then using sf::Text. That said, I am not sure how well using sf::Text will scale as I need more text displayed on the screen, but I have a feeling rendering it as part of the ui's vertex array is the way to go, even if I lose the flexibility of using a truetype font, and it will be more cpu intensive. Does anyone have experience writing up a method to map strings of text to uv coordinates and vertex positions?
Anyway, thanks for creating SFML. It feels very clean, simple, unbloated, and easy to work with it for a beginner like me, unlike so many other frameworks (like popular game engines).