SFML isn't an engine, it's an API (the definition of an 'engine' isn't really set in stone, but SFML isn't one).
Yeah that's what I was thinking, didn't use the good term though.
Again, thanks for the answers, but I managed to do it myself, the correct algorithm was : (edit: atleast one correct algorithm)
while (i < tile_x)
{
j = 0;
while (j < tile_y)
{
if (j % 2 == 0)
{
tmp.x = i * tile_width;
tmp.y = j * tile_height / 2;
}
else
{
tmp.x = i * tile_width + tile_width / 2;
tmp.y = (j - 1) * tile_height / 2 + tile_height / 2;
}
sprite.setPosition(tmp);
app.draw(sprite);
++j;
}
++i;
}
[edit] If you want exactly the output you are presented - you'll have to draw one less tile in Y direction for the odd columns.
No, no need for this, it'll be simpler to have all rows with the same width.
SFML also doesn't directly support 'vector art', though you can add it to SFML yourself - by using OpenGL directly to draw it, or by using OpenVG (which I've never tried before - not sure how well-supported that is).
OpenGL doesn't directly support vector graphics, but you could build vector support on top of it. There's an implementation of OpenVG built over OpenGL, so that'd likely work with SFML since SFML is also built over OpenGL.
You could also try getting Cairo to work with SFML, though you may run into performance issues - Cairo is software-based I think. It may work fine, depending on the complexity of your game, but I'd try something built over OpenGL to begin with.
You can (and should) still use SFML for creating your window, receiving input events (mouse presses, keypresses, etc...), and managing the OpenGL context for you. SFML is a great library.
Thanks for all the precisions, this'll be really helpful!
Your english is fine (better than fine). As far as the general level of internet grammar and spelling goes, yours is definitely above-average, even for native speakers. I didn't realize you weren't a native speaker until you mentioned it. It's not perfect, but it's more than clear enough for communication, and above-average in quality internet-wise;
Glad to hear it!
though you'll still want to get a native speaker for actual published text - like your studio's website (when you get that far) and in-game dialog.
Yes, but for now it's just a personnal project! I sure hope I can make it playable or sellable or something like that but for now it's just for fun.
<opinion>
For 2D games, I don't recommend bespoke engines (engines made for a specific narrowly-defined genre of games) unless your game falls into a really specific category, because 2D games vary so much from each other that engines would be more likely to constrain freedom of design. 3D games are more complex (thus increasing the benefits of pre-built engines), and less varied (thus decreasing the detriments), so engines for 3D games make sense.
</opinion>
Yes, I'm on your side with this, I don't want to use something that already made all the work for me, what's the fun in programming if you don't program?
Again, thank you everyone, GameDev.net really is a great community!