Published: · Tags: Game Development, Raylib, C++
Introduction
In 2D games, a scrolling background is a simple but powerful technique to create a sense of motion. This post documents a minimal and practical approach to implementing a looping background in Raylib using C++.
Problem Statement
A static background makes movement feel artificial. The challenge is to move a background texture continuously while ensuring it loops seamlessly without visible jumps or artifacts.
Approach
The approach relies on maintaining a horizontal offset that is updated every frame. Two copies of the same texture are drawn side by side. When one leaves the screen, its position is reset.
Implementation
float bgX = 0.0f;
float scrollSpeed = 100.0f;
void UpdateBackground(float delta) {
bgX -= scrollSpeed * delta;
if (bgX <= -background.width) {
bgX = 0;
}
}
void DrawBackground() {
DrawTexture(background, bgX, 0, WHITE);
DrawTexture(background, bgX + background.width, 0, WHITE);
}
Observations
- Using two textures avoids conditional branching during draw
- Frame-rate independence is crucial for smooth scrolling
- Large textures should be GPU-friendly to avoid stutter
Common Pitfalls
- Using integer positions instead of floats
- Not accounting for delta time
- Improper texture sizing causing seams
Conclusion
A scrolling background is a small system with a big perceptual impact. Keeping the logic minimal and deterministic ensures smooth visuals and predictable behavior.