Super Mario World Clone


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.