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Messages - Geheim

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46
General / Curious about a bugfix
« on: October 08, 2014, 01:54:46 pm »
Hello,
Today I went through some old projects and I noticed a bug I had back in SFML 1.6 / 2.0. It is a pretty strange one and it seems that only my PC had/has it. However now (with 2.1 projects) it is gone, thats why I forgot about it, but I am curious what the cause was:

When having almost no programs open and then starting an old project, it had 30 frames, although I used setFrametimeLimit(60), however as soon as I started google chrome it went up to 60. Also it went back to 30 again when closing google chrome.

Back then it was pretty annoying and I couldn't explain it, neither can I now (it still happens with the old projects), so maybe you know what the cause was and what changed with SFML 2.1 that could have fixed that.
Thanks :)

47
SFML projects / Re: My AI Collection Using SFML for Visualization
« on: September 24, 2014, 05:34:48 pm »
This is a huge, great and super interesting collection about AI!
Thank you for sharing your work, this will definitely be helpful.

48
SFML projects / Re: Are you interested in becoming an author on SFML?
« on: September 11, 2014, 12:52:44 pm »
Great idea! More books of SFML is a good step and it will surely help answering some common problems most of us have.
I would love to help with that, but I know that I am not experienced enough, whereas some others here on the forums really are :)

Best of luck with the book and finding the author(s), I am looking forward to it (and all the other books that maybe will come after this one ::))

49
Network / Re: Difference in sending small and big packets.
« on: September 08, 2014, 08:53:51 pm »
Well more data needs more time to be sent over the internet.  ;)
You should send as little as possible to optimize the performance / lag.

50
SFML projects / Re: Circle Patterns
« on: August 25, 2014, 07:38:01 am »
Looks great, well done. It's again fascinating that simple things can be so powerful in the outcome.
Are you planing to make videos/art with other geometry too?

51
SFML projects / Re: [Android] FingerShip (The challenge of 20 meters)
« on: August 24, 2014, 10:52:32 pm »
As far as I can tell SFML only runs on Android4.1+
Well I can run your game and some others made with SFML without any problems, did you change anything to make it run on 4.0.x or older?

@Geheim try to run it again... and again.. and again... xDD it finally works! :P
Sry, I had no such luck, it doesn't start at all  :-\

52
SFML projects / Re: [Android] FingerShip (The challenge of 20 meters)
« on: August 24, 2014, 01:45:20 pm »
Unfortunately your game doesn't start for me, because it closes again after about a second.
Some other android games work just fine, so I guess you made a mistake somewhere.

Phone: LG Optimus 4x HD, Android 4.0.3 (Ice Cream Sandwich)
Maybe it is something simple you can solve, because I would like to try it ;)

53
General / Re: How to setting up SFML in gtkmm?
« on: August 15, 2014, 11:18:53 am »
I am overwhelmed with the great amount of information you gave us  :o

Read this: http://en.sfml-dev.org/forums/index.php?topic=5559.0
And try again...

54
General / Re: RPG Character generator
« on: August 15, 2014, 01:02:44 am »
You just create the individual parts and lay them over each other. Otherwise that would be insane to create every single combination.

55
SFML projects / Re: FlapBoy [#gbjam3] [Flappy Bird Clone]
« on: August 07, 2014, 05:48:06 pm »
Looks good, there are a ton of worse flappy clones out there^^

The tearing in the video is quite high, maybe you should turn on vsync?

56
Graphics / Re: Heat haze
« on: July 30, 2014, 05:54:31 pm »
Because the haze also goes beyond the flames on whatever might be above the fire.
Also you could use this effect in other situations too, where you just don't know what objects it might distort, thats why (I think) you can only do this efficient as a post rendering effect, or am I wrong?

57
Graphics / Re: Heat haze
« on: July 29, 2014, 01:16:51 pm »
Alright, after experimenting a lot, I got an issue:

Let's say I have my scenery and I want an area of it to be heat hazed. What I do is render everything on a render texture, then I make a shape (could be any, so let's take a convex shape) and set the texture of that shape to the render texture. I calculate the texture rect with mapCoordsToPixel and the zoom factor of my view. After that I just draw everything in correct order on the render window.

The problem now is, if I zoom, I have a different effect, the more I zoom in the slower / less distorted the heat haze gets and the other way round. The reason why is also clear to me: If it is zoomed in, the area of the heat haze gets bigger and the shader needs more time to go through the big area, than an area with no zoom.

I then tried to change the riseFactor and the distortionFactor according to the zoom factor (and many other "logical seeming" factors), but it's not fully working.

Any ideas how to accomplish this?
If you need a small and complete example, please let me know.
Thanks!

58
Graphics / Re: Problem with shapes
« on: July 27, 2014, 10:44:13 pm »
Ah right now it makes sence, sry^^
I meant making his own class which inherits those two for using the vertex array like in the tutorials. Should use a correct sentence next time  ::)

59
Graphics / Re: Problem with shapes
« on: July 27, 2014, 10:24:45 pm »
Not sf::Transformable.
Oh, but I thought Jerome96 wants to rotate the arrow?
I am not aware of an easy way without using sf::Transformable like in the tutorials, or have I overlooked something...?

60
Graphics / Re: Problem with shapes
« on: July 27, 2014, 08:26:28 pm »
Why not using a sf::VertexArray, which inherits from sf::Transformable and sf::Drawable, like shown here or just use a sf::Transform like shown above?

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anything