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Messages - Lolilolight

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421
In my project I used a grid with cells, and, I just get the cell who's on the x,y position and I check the collision with the cell.

But if you want to do something more accurate, you can check the collision on all entities who are in the cell, and you can even do a bounding box hierarchy over the objects.


422
SFML projects / Re: SFGL (Simple and fast game library)
« on: December 07, 2013, 11:44:54 am »
Yes you're right eXploit3r, at my university they didn't teach us only a lot of theory but also programming methods, UML, structurogrammes, etc...

@ G. yes you're maybe right but :

-I was influenced by the ex co-foundator of the sorrok projet. (The famous project detractor)
-And anyway the past is the past then I don't want to reset that on the table.

Then don't pollute the topic please or I'll just ignore you and if you've some things to regle with me, do it by mp.

I'm sorry but lol is not a fully 3D game.




423
SFML projects / Re: SFGL (Simple and fast game library)
« on: December 07, 2013, 10:06:26 am »
Hi, it seems I forgot to explain some things.

-I've a master in computer sciences.
-I've already developped a lot of small games, and I even contribuated to developp big 3D or 2D opensource games (like holyspirit, yildiz, etc...) but, I was quite disappointed of the complexity of some engines used by the developper and also of the source code of these projects who was too draft. (Even if the game was running well)

So, i'm not so new, it's just the first project when I'm the author. ^^

It's why I decided to create my own engine who is based on the SFML book. ^^

So don't worry.

I think I'll update the topic with a brief presentation of me.

I'm sure when I'll launch the first version, I'll get a lot of attention.

424
A small presentation

Hi, for those who don't know me.

I'm Laurent Duroisin, I'm Belgian so sorry if my English isn' always at his top level.
I've a master in computer sciences and I've already cotribuated at some opensource games developpement.
Everytime I try hard to get a job but without any success since the 2 last years so I decide to continue to developp my own project that I launched some years ago. (A framework for my own game, and, I hope so to create my own company and have success, it seems at the moment I've not the chooise anyway. (Even if I find a job I'll continue this project as a passion.)

ODFAEG and Sorrok presentation.

ODFAEG is a framework based on my first rpg project in 3D iso. (Sorrok)
http://fr.sfml-dev.org/forums/index.php?topic=12616.0

But rather than work on the gameplay of Sorrok and let the framework in a garbage.

I decided to share the framework.

The main purpose of the framework is to build an opensource library who'll be used by the most of games developpers as possible, to have people's returns and to build the simpliest and fastest game framework.

The creation of multiplayers games and of full 3D games  will be also possible in the next versions.

For the moment, an entity system is implemented and I've just begun to write a 3D support with SFML.

But actually we are working hard to launch the first version of the framework.

But I think over 1 mounth we'll be able to launch the first release. (Just the time to create the documentation and tutorials)

The main interests of the framework are :

-The use of the framework is not limited to 2D/3D or a particular kind of game, you'll be able to create any games as you want in a simple way, even small games who don't needs to have an entity system. (You can also draw sfml objects with the framework, but I think SFML only can do the trick then, I don't have plan of implementing the support of other's libraries like SDL, Ogre, Irrlicht, etc...)

-The framework allows the developpers to create the entity manager, and all the entities that he wants, he's not forced to use the entities or the entity manager provided by the framework. (The entity system are like the Qt widgets, they are components who can contains other entities and it'll be the same for the entity managers who'll manage collisions, the storage and the generation of any kind of entities in the world of the game. (lights, shadows, etc...)
But if you want to do your custom Entities and entity managers, you'll have to inherits from some classes and to redefines some members fonctions. (The entity class for entities of the framework by example)

-With the state system, the user'll be able to set the game in pause, this feature is not implemented in many rpg's or mmorpg, and often, you must disconnect of the game if you have to do a break (a phone call or something like that), it's very embarassing.

-The framework'll always using cutting edge tehnologies like the new c++11 feature to provide a framework who'll stay alive in time, so, you don't have to worry about the framework compatibility and maintenance.

If you want to contribuate at the projet, giving your advices or improve it, you can find the source code on githhub by searching and dowloading the repository.

The repository name is ODFAEG. :)

You can also visit my devblog if you want to have more news about the project advancement.

http://laurentduroisin.wordpress.com/

PS : it's my first project and I want to create my own game developpement company so, I hope that the project'll become great!

425
SFML projects / Re: [sf3d] a project for 3D rendering
« on: November 25, 2013, 09:24:49 am »
No, I just wanted to know if I can contribuate but, the project seems to be death then, I think I'll start a new thread soon. :)

426
SFML projects / Re: [sf3d] a project for 3D rendering
« on: November 24, 2013, 09:45:56 pm »
Hi, I'm interesting by this project, then, I'm developping something similar for 2D and 3D games.

Here is an exemple of code witch display a cube in a view.

#include "myRenderWindow.h"
#include <SFML/Window/Event.hpp>

using namespace sf3;
MyRenderWindow::MyRenderWindow (Vec2f size, std::string title) :
    RenderWindow(sf::VideoMode(size.x, size.y), title, Style::Default, ContextSettings(32)),
    //In perspective projection the x and y coordinates of the view are always between -1 and 1 with opengl.
    cube(Vec3f(-1, 1, 1), 2, 2, 2, Color(255, 0, 0)) {
    //Rotate the cube around a vector.  
    cube.rotate(45,Vec3f(0, 1, 0));
    view = getDefaultView();
    //The default view have a perspective projection, but you can set another view with the setView function.
    view->move(0, 0, 10);
    speed = 10.f;
    sensivity = 0.2f;
    oldX = Mouse::getPosition(*this).x;
    oldY = Mouse::getPosition(*this).y;
    verticalMotionActive = false;
    verticalMotionDirection = 0;
}
void MyRenderWindow::show () {
    while(isOpen()) {

        sf::Event event;
        while (pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
            {
                close();
            }
            else if (event.type == sf::Event::Resized)
            {
                // Ajust the viewport size when the window is resized.
                view->reset(FloatRect(0, 0, event.size.width, event.size.height));
            } else if (event.type == sf::Event::MouseMoved && sf::Mouse::isButtonPressed(Mouse::Right)) {
                int relX = event.mouseMove.x - oldX;
                int relY = event.mouseMove.y - oldY;
                int teta = view->getTeta() - relX;
                int phi = view->getPhi() - relY;
                //Rotate the view, (Polar coordinates) but you can also use the lookAt function to look at a point.
                view->rotate(teta, phi);
                oldX = event.mouseMove.x;
                oldY = event.mouseMove.y;
            } else if (event.type == sf::Event::MouseWheelMoved) {
                if (event.mouseWheel.delta > 0) {
                    verticalMotionActive = true;
                    verticalMotionDirection = 1;
                    timeBeforeStoppingVerticalMotion = milliseconds(250);
                    clock2.restart();
                } else if (event.mouseWheel.delta < 0) {
                    verticalMotionActive = true;
                    verticalMotionDirection = -1;
                    timeBeforeStoppingVerticalMotion = milliseconds(250);
                    clock2.restart();
                }

            }
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
            //Move the view along a vector, but you case also move the view at a point.
            view->move(view->getForward(), speed * clock.getElapsedTime().asSeconds());
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
            view->move(view->getForward(), -speed * clock.getElapsedTime().asSeconds());
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
            view->move(view->getLeft(), -speed * clock.getElapsedTime().asSeconds());
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
            view->move(view->getLeft(), speed * clock.getElapsedTime().asSeconds());
        }
        oldX = Mouse::getPosition(*this).x;
        oldY = Mouse::getPosition(*this).y;
        if (clock2.getElapsedTime() > timeBeforeStoppingVerticalMotion) {
            verticalMotionActive = false;
            verticalMotionDirection = 0;
        } else {
            timeBeforeStoppingVerticalMotion -= clock2.getElapsedTime();
        }
        view->move(0, verticalMotionDirection * speed * clock2.getElapsedTime().asSeconds(), 0);
        clear(Color::Black);
        draw(cube);
        display();
        clock.restart();
    }
}
 

The library use 3 kinds of matrix : the projection matrix (for perspective or orthographic projection), the view matrix (for the moving of the view in the world), and the transformation matrix. (for entity's transformations)

The user can create any kind of entities has he wants, and he can also create a scene graph and combine transformations, he just have to herit from certain classes and redefines some methods.
This methods are used by the container to store entities (animations, lights, shadows, etc...) with the best performances to render only entities who are visible at the screen.

The library also contains a resource holder to store sounds, images, etc..., and maybe later a special format to load maps.

But actually I'm finishing the 2D part so..., there is not a lot of things that are implemented for 3D games, but, it's coming. :D

I think I'll look at the source code of this project and try to take it over.

I don't want to use other libraries excepts SFML because I want to use the newest features of the c++11 and make it the most simpliest and fastest library.

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