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Messages - cloudncali

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1
I am currently getting compile errors on the Rpi with the latest SFML build

http://pastebin.com/Be4jJjUs
Thanks, I fixed it locally with another bug. I'll push everything shortly.
Have you pushed it? It appears to still be broken. It looks like the issue is that GL Blend functions arnt supported in GLES 1.x, and SFML uses the GLES 1.x headers in OpenGL.hpp

2
General / Re: Cross Compiling SFML for the Raspberry Pi
« on: May 18, 2014, 01:23:53 am »
Yes, but I found the issue,

Aparently CMakes FindX11.cmake file doesn't search the right directory so i had to add /usr/lib/i386-linux-gnu to the library search paths.

3
General / Re: Cross Compiling SFML for the Raspberry Pi
« on: May 16, 2014, 09:58:36 pm »
I'm currious as to why you don't simply build on the Pi?

Its unbearably slow :P

 In other news, I got the compiler to work, I switched to the default ones for the RPi given here: https://github.com/raspberrypi/tools

But now its saying it cant find X11, But looked in /usr/lib and X11 is there. I even did an export path= to /usr/lib before and its still cant find it.

4
General / Re: Cross Compiling SFML for the Raspberry Pi
« on: May 16, 2014, 08:52:15 pm »
Okay, Thanks for the fast response :)

I think it may have to do with crosstool-ng, I will see what I can do.

5
General / Cross Compiling SFML for the Raspberry Pi
« on: May 16, 2014, 08:32:16 pm »
Hello,
I am currently trying to cross compile SFML on my Linux machine to run raspberry pi. But I am getting the fallowing error:
Quote
CMake Error at SFML/cmake/Config.cmake:106 (message):
  Unsupported compiler
Call Stack (most recent call first):
  SFML/CMakeLists.txt:20 (include)

I am used Crosstool-ng to make the cross compilers. My Linux Machine is running debian as is the Raspberry Pi.
I looked through Config.cmake and it seems its not recognizing the compiler binary's as GNUCXX compilers.

In short, Has any one been able to cross compile from Linux to the Raspberry Pi? Is this even supported or possible?

6
General discussions / Re: Android and iOS ports available for testing
« on: April 30, 2014, 06:52:03 am »
I am currently getting compile errors on the Rpi with the latest SFML build

http://pastebin.com/Be4jJjUs


7
SFML projects / Re: Flappy Poro
« on: February 10, 2014, 10:26:16 am »
Quote
The game, which he said was inspired by Nintendo's Mario Bros, has been earning on average $50,000 a day from advertising, Dong said in a media interview.

$50,000... a day..... I can't even fathom making such small game and getting those kinds of number. But man would that be nice :P

8
Feature requests / Re: sfml for ps4
« on: January 19, 2014, 07:29:26 am »
I have nothing really to say about the technical capabilities. But I can say my personal feelings towards console development.

A few years ago I tried doing 360 development with XNA, I never really made any thing not worthy. But I made a basic asteroid like space shooter. it would spawn a player for each controller and they could shoot at each other.

It wasn't much, really. but something about it, this idea of seeing something I made on a console. really was fascinated me. I do hope someday something like XNA will come around again... but... faster... not C#.... and free for console development. :P

9
General discussions / Re: Mutual following on Twitter!
« on: January 11, 2014, 02:01:53 am »
https://twitter.com/Cloudncali

Though I don't tweet too often. :P

10
SFML projects / Re: What are you working on?
« on: September 23, 2013, 03:14:31 am »
I'm working on a survival adventure game. Currently its just called Amnos. But I'm working on a better name.
Screen Shot:


Website: http://www.jakesmakes.net/projects/games/amnos

It's still in early development.

11
SFML projects / Re: Crystal Toolset
« on: September 18, 2013, 08:39:10 pm »
I'm curious: Who is Robin? ;)

I spent quite a few years running several open-source game development communities.

I worked as a developer on Mirage Source, Playerworlds and Elysium before moving on to release my own stuff as Essence and later Eclipse Origins.

I'm hardly well known, but we had a community of just under 50,000 users on Eclipse so it's not uncommon to run in to people in random parts of the internet. It's fairly humbling when I get PMs from people who recognise my name or alias on websites like Reddit -- it's very rare, though.

This thread is very disproportionate simply due to the fact that we're on a site designed for game developers wanting a simple 2D library... something which a large portion of my old user-base will be looking for now my previous projects have been shut down. x)

Holy crap, Playerworlds, That is a name I have not heard in many years. I used to fool around with that program a lot when I was younger. I was to young/inexperienced to do any thing productive with it. I was a nice system, Aside from being made in Visual Basic 6.0 *Shutters*

12
SFML projects / Re: Check out my Engine!
« on: July 28, 2013, 08:20:40 am »
Great stuff your working on :)

I am a contributor to the GQE project. http://code.google.com/p/gqe/ its a game engine using SFML. Feel free to use and/or learn from our engine for your own project. GatorQue (the owner) has done some really nice stuff on it.

I've been using it for my games. I Wrote the entity module and the Property Manager.

13
General / Re: Writing Good Code
« on: July 17, 2013, 12:57:26 am »
Well I remember when I first started learning C++, I was very messy with my code. But these are some things I've learned that help me write better code.

Choose a coding standard and naming convention and stick to it. I know this sounds like a minor thing, but it really does lead to more readable code. When I work on GQE(https://code.google.com/p/gqe/) I tend to stick with Pascal Case Notation(http://en.wikipedia.org/wiki/CamelCase). It really doesn't matter what naming convention you use. As long as its readable and constant. This is why I cant even use some of my older projects, I can even figure out my old code. Take a look at at the coding standards for GQE: https://code.google.com/p/gqe/wiki/CodingStandards. Some things you probably wont have to worry about, like documentation. But its nice to have consistency in your code.

Look around other open source projects. Its good to see how other people do things. Sometimes you might even get the chance to help with a project. That's how I became a contributor to GQE.

Finally one thing i would always do is. If you program any thing Late at night, While Tired, out of it, Etc. Look it over the next day. You might not even remember what it does :P. Always good to review your own code (Especially sleepy-coding)

Just my two cents.

14
General discussions / Re: More Community-driven Development
« on: February 17, 2013, 02:43:06 am »
There are, of course, a list of bugs the community can work on fixing (and hopefully I'll get to contribute to this during this summer), but there are other features that I know people are itching to have (like Android/iOS and OpenGL|ES 2.0 support) or other road blockers (like documentation/web stuff for the 2.0 release) that I think people would love to contribute to.

I am one of those people :P

I really like this idea and would love to help in any way I can, Though life and helping with GQE keeps me pretty busy I would love to help where I can.

15
General / Re: Combining SFML graphics and OpenGL
« on: September 16, 2012, 10:17:11 am »
I've used sfml sprites at the same time as OpenGL rendering of 3d shapes. It seemed to work just fine. the main issue is depth, if you render your shapes or models first then place sprites they will be placed on top of the models. I think this is the case atleast its been a while sense i've done this.

Here is an example:



the player sprite, the item sprites and the walls are drawn using direct opengl (in this case it was either Vertex Arrays or Vertex buffer objects). The User interface Sprites and text where SFML Sprites and Text objects. it worked just fine with little to no
modification

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