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Messages - ShqrdX

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1
Feature requests / Re: Add Compute Shaders Support
« on: July 16, 2016, 03:31:12 pm »
Quote
Something that only a few people benefit from, or a larger audience?

And how do you know what larger audience wants ?

Compute shaders could be used for large number of graphics and physic simulations like particles, cloth etc...
Personally I want to create realistic flamethrower effect for my game...

Quote
But ask yourself where to put the limited developer resources into

Forgive me if Im wrong - but last commit on github was 29 days ago - enough time for making something good..

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Patch welcome, nobody prevents you from helping SFML.

First - For helping I need to see a point of application.
Second -(about compute shaders) - It is not an easy target, SFML needs high quality code with good comments, I doubt that I can do it.
Third - If the idea have sceptical or negative view by SFML team members how much chance that someone will create it ?

2
Feature requests / Re: Add Compute Shaders Support
« on: July 16, 2016, 12:01:15 pm »
I want compute shaders too. I think SFML lacks both modern features and developer activity due to conservative ideology.  :-\  >:(

3
Feature requests / Re: Format types for RenderTexture
« on: July 06, 2016, 06:45:37 am »
Any updates for this request ? I need R32F format for fluid simulation in fragment shaders  :-\

4
Feature requests / Re: Fill method for Image ?
« on: June 28, 2016, 06:39:31 am »
What's wrong with the naive approach?

Nothing and its the good way. I just wondering about possibility of simplify this because its "simple"(like S in SFML).

So sorry about my habit to prefer the solutions from box :P

5
Feature requests / Re: Fill method for Image ?
« on: June 27, 2016, 06:38:27 pm »
Ah.. the constructor for this already existed..  :-\ but additional method could exist too.

Quote
sf::Image image;
image.create(100,100,sf::Color::Black);
image.fill(sf::IntRect(20,20,60,60), sf::Color::Red); // create big red dot

6
Feature requests / Fill method for Image ?
« on: June 27, 2016, 06:36:13 pm »
Maybe it's a good idea to add a method to sf::Image which fills the specified region(or whole) image with specified Color ?

7
Feature requests / Re: sf::Rect extension
« on: January 25, 2016, 07:52:46 pm »
It would be nice if getCenter also be implemented (rect.left + rect.width/2, rect.top + rect.height/2)

8
General / Re: Is my game loop is correct ?
« on: November 28, 2015, 05:27:23 am »
Hapax Thanks for the advices !
Last question -

What better for performance in my code - set sprite parameters inside the Render or inside the Update(where it should be in my opinion) ? However the Update could be called more times in the cycle(inner while loop)...

eg
if (m_bInversion)
        m_Sprite.setScale(-1, 1);
else
        m_Sprite.setScale(1, 1);

9
General / Is my game loop is correct ?
« on: November 27, 2015, 01:20:13 pm »
The code below worked correctly(and even with different framerates) - but I need to know - is everything ok ?(e.g -  order of calling functions or delta time calculation). Is there is some room for improvements ?


       
              Clock clock;
                Time accumulator = Time::Zero;
                Time updateRate = seconds(1.0f / 60.0f);
                Time dt = Time::Zero;
                Time fpsTime = Time::Zero;

                while (m_pWindow->isOpen())
                {
                        ProcessEvents();

                        accumulator += dt;

                        while (accumulator > updateRate)
                        {
                                update_state.DeltaTime = 1.0f / 60.0f;

                                accumulator -= updateRate;

                                Update(update_state);
                        }

                        Render(draw_state);

                        dt = clock.restart();

                        // calculating FPS
                       
                        fpsTime += dt;

                        static unsigned frameCounter = 0;

                        if (fpsTime >= seconds(1.0f)) // calculate FPS only one time per second
                        {
                                m_FPS = frameCounter;
                                fpsTime = Time::Zero;
                                frameCounter = 0;
                        }
                        else
                        {
                                ++frameCounter;
                        }
                }
 

10
General discussions / Re: A few questions to main developers.
« on: March 01, 2015, 11:36:02 am »
May I ask why you are asking these questions? They seem rather specific but unrelated to each other.

I'm perfectionist in programming, I dont like legacy code and I need some answers for myself about this library(which seems like perfect for 2d game programming for C++).

Why do you need a clamp function to be present in a library? Isn't it simple enough to write your own (possible templated) implementation in several lines?
This is common for C# game libraries(MonoGame,SharpDX). I come from these libraries to SFML because sometimes I tired to write managed code. Basically I'm C# dev with some C++ knowledge.

11
General discussions / Re: A few questions to main developers.
« on: March 01, 2015, 10:10:53 am »
Quote
1. Will SFML internals be rewritten to OpenGL Next(when it is released)?
Of course not... you know that OpenGL Next will not be compatible with previous versions, right?
Oh, then it will be goal for other new libraries ...

Anyway, thanks for answering.

12
General discussions / A few questions to main developers.
« on: March 01, 2015, 09:10:59 am »
Hello, I'm new user of SFML and have few questions..
1. Will SFML internals be rewritten to OpenGL Next(when it is released)?
2. Will SFML get DDS(Direct Draw Format) support for images ?
3. The core API will get changes or it is frozen for backward compatibility forever(like whole C++)?
4. Will basic math routines such as clamp function be implemented or its not "simple" ?

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