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General discussions / Re: SFML 2.0 tagged in repository
« on: April 08, 2013, 12:07:00 pm »
Aawww
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Ok. I thought CMAKE_MODULE_PATH was only used by find_package.
I didn't test, but I'm pretty sure that relative paths are broken when you use a macro.
It seems that you work with an old revision of SFML 2, I think this kind of stuff is fixed now.
And I didn't understand your two additional suggestions. Paths, files, modules, ... ?? Would you mind explaining clearly, with examples of what you refer to?
Doesn't boost have all this stuff (in graph or geometry)?
The standard library has also a time module that provides everything for handling time, is it a reason not to implement sf::Time, sf::sleep, sf::seconds, etc ?If you mean <ctime>, it doesn't provide high resolution clocks, which is the application field of sf::Clock.
In a first time, Zoost was a meta lib using templates, but It was too complicated to handle... so I had to simplify it.
Many important operations on vectors are implemented in Thor, although I focus on 2D vectors, since SFML itself requires 3D vectors only for Audio.
- basic time-based movements;Can you elaborate a bit? I mean, time-based movement is used in almost every game, what exactly do you imagine to outsource in a library?
- bezier curve movement;In the past, I have already thought about this kind of functionality, also about splines (or interpolations in general). It is a good candidate for a later version.
I don't know Zoost/Zoom yet, but it looks very interesting. Since it has the features you need, you should probably not wait for Thor to provide it
(the website needs to be reworked though, it's really hard to read and agressive...)It's the first time I hear that, what's agressive? I thought the design were rather simple with its dark background and the white font.