SFML is released under perhaps the most permissive license in existence.
http://www.sfml-dev.org/license.phpWith the following addition:
SFML - Copyright (c) 2007-2008 Laurent Gomila
This software is provided 'as-is', without any express or
implied warranty. In no event will the authors be held
liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute
it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented;
you must not claim that you wrote the original software.
If you use this software in a product, an acknowledgment
in the product documentation would be appreciated but
is not required.
2. Altered source versions must be plainly marked as such,
and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any
source distribution.So basically, don't try to take credit for being the author of SFML, if you change the source to SFML in any way ( not derived products ), you need to make it clear you have altered SFML, and include the license details in your code.
If so, can someone give me a zipped folder of a Visual Studio project/solution that includes all of the SFML library, and all of the files automatically configured in the linker, and all of the .dll files placed in the runtime folder?
The project files included at the end of each chapter of my
C++/SFML tutorial does exactly this. It makes the project files a fair bit bigger, as all of SFML and the supporting libraries are included in each zip, but fortunately a new developer can simply download, unzip and double click the SLN file.
This particular zip file contains virtually no code, just a preconfigured project with SFML, libraries/DLLs compiled for VS 2010, the linker and include settings configured properly, etc. It weighs in at 8MB. You can probably work from there as a base.
/EDIT: On thing to be aware of, that code only configures the DEBUG build. It's up to the user to go through the configuration process if they want a RELEASE build. Although the instructions ( as described in part 1 ) are virtually identical for a release build.