Modern C++ reimagining of Super Mario World built on SFMLEngine
Overview
A playable Super Mario World–style clone focused on clean architecture, reusable systems, and a faithful feel. Built in C++ atop SFMLEngine to keep gameplay logic decoupled from rendering, input, audio, and timing.
My Role
Engine integration, gameplay programming, state/scene flow, input & camera handling, and overall architecture.
Key Features
- Classic platforming (run, jump, enemies, hazards, collectibles)
- Level based on Yoshi’s Island 1 layout
- Multiple play modes (manual and optional AI/auto-play)
- Pause/menu and state-driven scene management
- Consistent physics, camera follow, and HUD elements.
Technical Highlights
- Gameplay built against engine interfaces; SFML 3.0 used only as a backend
- Finite state machine for menus, gameplay, pause, and transitions
- Modular subsystems for input, rendering, audio, and timing
- Data-driven entities and components for enemies, items, and interactions
Tools and Technologies
C++, SFMLEngine, SFML, modular engine architecture, Git.