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Messages - JAssange

Pages: 1 [2] 3 4 ... 7
16
Network / Re: VOIP example
« on: July 06, 2011, 09:43:54 pm »
Quote from: "Haikarainen"
Quote from: "troopson"
i used some code from VOIP example and i set blocking sockets to none so my application is real-time etc. Here is the code from example which makes my program working sloooooooow.

Code: [Select]
while ((myOffset == mySamples.size()) && !myHasFinished)
            sf::Sleep(0.01f);

When i remove this receiving the sound doesnt work. How do i change this?[/code]


Im not experienced in the current matter, but try commenting out the sf::Sleep

Simply commenting that out will cause unintended behavior because the while statement is unbracketed.

17
Graphics / Weird drawing bug :S
« on: July 06, 2011, 05:34:10 pm »
I believe you need to resize the sprite or it will keep the old one.

18
Graphics / Inheritance sf::Drawable
« on: July 05, 2011, 05:11:01 pm »
Quote from: "Nexus"
[Offtopic]

JAssange, please quote next time only the relevant part. The thread stays clean and people immediately see what you refer to ;)

I usually do, missed it there.

19
General / MapLoader like in Slick for TILED?
« on: July 05, 2011, 01:49:15 pm »
I had to read Tiled maps previously, it's pretty easy to make a loader with TinyXML.

20
Graphics / Re: Inheritance sf::Drawable
« on: July 05, 2011, 01:43:54 pm »
Quote from: "Nexus"
By the way, identifiers containing double underscores or starting with an underscore are reserved for the standard library and compiler implementation. Rename _MENU_H_ to MENU_H or something else.

Or he could just use #pragma once which takes less code and is supported by every modern compiler I've ever used.

21
DotNet / UseVerticalSync
« on: July 05, 2011, 04:24:53 am »
It adds delays so that it won't draw faster than your screen can display. Without vertical sync you'll sometimes see tearing with multiple frames visible at once.

22
General discussions / Benchmark : SFML2 vs D3DXSprite
« on: July 04, 2011, 04:21:59 pm »
Quote from: "Laurent"
Quote
An additional thing I'd like to mention is that DirectX is Windows only and therefore more optimized for it.

I'm not sure about that. There's nothing to optimize regarding the interaction with the OS, the 3D API works mainly with the graphics card through its driver.

DirectX takes advantage of some of Vista/7's new composting features, particularly in windowed mode. I've never seen an OpenGL driver do this.

23
General discussions / Benchmark : SFML2 vs D3DXSprite
« on: July 04, 2011, 03:24:06 pm »
An additional thing I'd like to mention is that DirectX is Windows only and therefore more optimized for it.

24
Graphics / Draw map from text file
« on: July 04, 2011, 03:21:31 pm »
You can only pass a derivative of Drawable to the Draw function.

25
Graphics / Drawing TextBox.
« on: July 02, 2011, 06:30:41 pm »
You could render to a render target image and then render a subrect of the image that now contains the text.

26
SFML wiki / Added page about setIcon and make your own
« on: June 23, 2011, 01:15:46 pm »
Why does the tutorial go through the trouble of embedding an icon as an array of values when you can just use Image.GetPixelsPtr()?

27
Graphics / Making a sprite move randomly accross screen
« on: June 22, 2011, 11:51:34 am »
You'll want to use a path-finding algorithm like A* so you'll need to break your world up into tiles.

28
Graphics / Making a sprite move randomly accross screen
« on: June 21, 2011, 06:51:43 pm »
Yeah the pacman ghosts have a set pattern, from what I remember, its:
Red chases player directly
Orange camps the bottom left corner
Pink heads to the square a few in front of pacman in his current direction.
Blue.... eh I think he follows red but with an offset but I forget.

29
Graphics / SFML2 window transparency?
« on: June 21, 2011, 06:46:33 pm »
Quote from: "Groogy"
Erhm, SFML is not designed to be aimed for games :P

Most of what I've seen SFML used for is games (>75%?), but point taken.

Quote from: "strongdrink"
Ok, so I'm building a linux file manager.. with compiz i can do..
Code: [Select]

window.Clear(sf::Color(0,0,0,100);

If you wanted to do it yourself, it's SetLayeredWindowAttribute on Windows.

30
Graphics / SFML2 window transparency?
« on: June 20, 2011, 10:05:46 pm »
That's a heavily operating-specific feature and not of much use for games so I don't see official support ever coming.

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