Galaga Redux - C++/SFML

A low-level, modernised recreation of Galaga 1981 built entirely in C++ and SFML 3.0 - no engine, no shortcuts.

Sole Developer | 2026 | Tools: C++, SFML 3.0, Krita

Galaga Redux is a full-featured recreation of the 1981 arcade classic built from scratch in C++ and SFML 3.0 with original pixel art created in Krita. Every system - the game loop, entity management, collision detection, alien formation AI, and player mechanics - was implemented without engine support. Gameplay parameters are fully configurable through external variables, allowing behaviours and statistics to be adjusted without restructuring code.

The Challenge

Recreating a classic arcade game without an engine means owning every layer: the windowing system, rendering pipeline, input handling, collision detection, entity state machines, and the game loop itself. The goal was to demonstrate true low-level fluency - building something playable and correct entirely from first principles.

Approach & Architecture

Structured using class hierarchies for all entities (Player, Alien, Bullet, Formation) with a clear separation of update and render responsibilities. SFML 3.0 handles windowing and 2D rendering. Formation movement and dive patterns replicate the original AI behaviour. Pixel art sprites were made in Krita and integrated directly into the engine at runtime. All configurable values - speed, fire rate, formation columns, dive timing - are exposed as variables, matching the design principle I apply across all projects: systems should be testable and adjustable without restructuring underlying code.

Outcome

A fully playable, bug-free Galaga clone running at a stable frame rate with original pixel art. Demonstrates understanding of game loops, delta-time, collision systems, state machines, and C++ OOP patterns at a low level. A YouTube devlog documents the build process in detail.

Highlights

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