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Graphics / Re: sf::clear doesnt fill my window
« on: November 08, 2012, 07:40:12 am »
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I'll 'soon' try to make a tile based game too, but don't want to hang the complete game when trying to move your character. Is it a good idea to trigger a thread dedicated to move the player?Why would you believe that the the game will hang?
Hahaha lolQuoteSorry I've lost my magical crystal ball last year, so I'm unable to see your not provided code...Lies! You still had it in august this year:QuoteDepends on your code change which my magic ball unfortunatly refuses to show...
I am not sure what the plan should be next. Should I create Classes for these and that way classes can contain multiple convexShapes to make more usefull collision objects. Should I go as far as some lightweight physics? In any case I am not going to have it do any scene management.Well it's your code, you should decide what you want to do with it.
Impressive! Why not put the code on GitHub?Because the original code is not mine and the new code is a dirty adaption which isn't fully tested and Spidyy said he'd have a new version soon...
Someone really wanted to use the Stroke class, so I'm working on it to port it to SFML 2.0 and give it a few enhancements.
What would you recommend instead of VS?As a matter of fact Microsoft announced a CTP (customer technology previews) which should support more C++11 features a few days ago. But for a really official support it will still take longer... - Uhm Laurent was faster.
I've seen good and bad reports for netbeans, and I have also heard good things from eclipse *and use eclipse for java* but have no experience with it for C++
I've also heard mixed reports for code blocks.
I just finished my game and i want to show it to my friend.I personally like a simple (7)zip archive for smaller games, which don't need an installation.
How do i make and installer for it?
i used "Advanced Installer" and i just had to include some redistributable files and some allegro dll. files.The same way but instead of including the Allegro dlls you include the SFML dlls.
But what should i include with sfml?
There isn't that much difference, because for both operations you'll draw all the pixel of the whole window, thus what would count is rather the logic on calculating the positions and perspectives etc., which if done right shouldn't take up that much time.
- Render every GUI element each frame.
- Render only when an element requests un update, on a screen-sized texture that is rendered on the screen every frame.