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Messages - xylr117z4

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SFML projects / Re: Cendric: An RPG Platformer
« on: February 03, 2016, 06:24:43 pm »
Looks pretty sick. I'll have to check it out when I get some spare time. I've always loved the idea of a top down map which lets the player explore and then having side scrolling levels which allow for awesome combat and gameplay.

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Alright Senpai, I looked into boost.geometry/boost.index it's actually pretty hard core. I'll probably just go with that.  Thanks for pointing it out, Boost was just a little overwhelming at first now it makes a lot more sense reading into it.

P.S. the senpai part is a joke calm down...

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Boost is probably the most widely used C++ library (maybe besides Qt), so you can be certain that well-maintained distributions exist. Using Boost.Geometry is even simpler than SFML, because it's header-only: you don't have to build, configure or link anything. Include the header and you're done.

You guys should really have a closer look at things before deciding whether or not to use them :P

I see, I think I was just looking at boost the wrong way then. I figured it'd be a library like SFML not just a header. I'm still not too experienced with every part of c++. It's mainly a hobby I mess around with whenever I have spare time.

I have to agree with a couple of the other comments however, the triangle hit detecting I talk about in my shitty youtube tutorial only took me 2 hours to implement (maybe 6 if you count thinking about it durring work and figuring out how I'd turn the math into code.)

Plus isn't it cool to do something on your own even with it being a waste of time? (at least when it's only a hobby lol.)

I've spent a lot more time on collision response stuff since then however but that's the complex part of things (well I'd say.)
My next step is tessellation (making paths [being sets of points] into triangles for use with this algorithm.)

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Plus, tessellation could be more complicated than SAT - efficient and fast tessellation at least -, so you'd still need to wrap your head around something in the end  ;D

That's definitely true.


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So these triangles are not intersected using this algorithm?

As far as the over lapping triangles.  You'll typically respond to the collision far before they get into that state is why I don't take it into account.

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There are tons of C++ libraries that provide exactly what you need. For example, Boost.Geometry is a really modern one. And please don't say "I don't want to use Boost" before even looking at it; every Boost library is different.

This is just my personal tip to use your time more meaningfully. One day you won't have enough of it anymore, and then you'll regret having spent most of it reinventing wheels and not developing games ;)

I'm not opposed to using existing libraries, hence using SFML for graphics handling.

The issue is many libraries don't have good distributions where I can just pop them into a folder and start using them.

SFML is awesome because there is a pre-made distro that I can just pop in, put in my linker and get running.

I've only set up cmake once to build SFML 2.0 (pre-release) and I remember it took like 2 hours of my time so building something simple I figure is cool but dunno. 

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Magnitudes are needed to calculate normalized normals of convex' axes. Dot products - to calculate projection of a shape onto some axis.


Yeah,  I have an understanding of them in that sense but I can't visualize it at all... The main reason I was trying to research and look into it is when you brute force things and just try to use an algorithm you find online you don't really gain any knowledge.

That and I never really got time to program it out, I've just been busy at work as we had a huge software release to get out by Nov 1st. (I'm only QA at the place sadly but working with devs who do this for a living is awesome)

I suppose my goal in working out collision detection was to know how it all works so that I can explain it to the other guy I like to program with so we both understand the code and can create bigger better things but dunno.

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What's with SAT? I implemented it in my game, it's not very hard. If you have something you don't understand, I can help you.

My only issue with SAT is I could never wrap my brain around why dot products and magnitudes were needed or rather what they do... This Area based detection is nice because it's really easy to visualize I feel.

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Posting your code somewhere like github would be great addition to the tutorial.

that'd be a great place for it. I was just going to link to a download on my website but github's probably a preferable way to host it. I'll clean up my actual SFML code and put that in the description and this post tomorrow morning. it's getting a bit late tonight.

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Hey Guys, I've been around SMFL since 1.6 was released and it's the main reason I've stuck with c++ for all my programming needs.
Recently I've been looking a lot more into better Collision detection and finding a simple way to handle that where I can actually understand it instead of just using a random algorithm I found online and brute forcing it.

After 3 weeks trying to understand SAT (separating axis theorem) I stumbled upon a forum post saying.
"Hey look at the area of a triangle, then check a point on another triangle by creating 3 segmented triangles inside the original.
Get those 3 triangle's areas and add them up, if they equal the original triangle's area that point is within the triangle."
Which is really easy for me to visualize and work with.

 I figured I'd make a tutorial video explaining it which will hopefully help those with a lesser understanding in maths have awesome collision detection.

If you care to watch it on youtube the link's:

TL;DR: I made a tutorial on collision detection. Let me know what you think about the way I describe it in the video and if you liked it. Also feel free to let me know if that way of checking sucks, lol. kthxbye

Edit: I was trying to keep the tutorial as generic as possible since a lot of people looking for that sort of thing use many languages but my real code directly uses SFML and I'll likely feature SFML as the main part of future tutorials.

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Thanks eXpl0it3r, you're a great help around here.

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Which software are you referring to? if your using paid software of some sort, there's always a free alternative on the internet somewheres.
I was referring to paid software since I have an artist and good friends that I'd love to hang out with more. It's just a matter of learning stuff on the legal side of things since I'm a programmer. If it was free I wouldn't worry about legal stuff because there's no lively hoods at stake.

Edit: I should say like taxes and things the government would care about but I've slightly found where to start looking into that. Copy write stuff for the software itself is where I haven't found any usable knowledge.

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Preaching to the Choir brahskie, good luck and I'll be watching for dat release. I'd love to do this myself but I'm worried about the legal side of things regarding software licensing and stuff. I don't want advice or anything but do you guys know where I could start looking into such a thing?

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I think music is too vast to be MCQ'ed.
I mainly listen to progressive metal (Fair to Midland, Dream Theater, Green Carnation), doom jazz (Bohren und der club of Gore) and 19th century 'classical' music (Gustav Mahler, Offenbach), none of which are options - expectedly.
Also, you didn't start with your own preferences :p

I listen to basically any while I program, it just depends on my mood but I mostly listen to Power Metal (Iron Savior, Blind Guardian, Hammerfall.)
Also sorry I missed some genres I listed as many as came to mind including some I dislike but talking about disliking something would be a dick move so I'm going to avoid that.
Classical Orchestra music and things are enjoyable at time, that's what my girlfriend mainly listens to.  Sometimes I listen to Hip hop type things but it all depends on my mood really.

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I'm a huge music guy so I'm wondering what you listen to while you program, if anything.  Vote above and maybe we can chat about cool bands we all listen to.  Maybe I'll get a chance to show off my collection that I have sitting in the drawer behind me.

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General discussions / Re: Unofficial Nightly Builds
« on: July 14, 2013, 10:20:41 am »
Thanks for keeping this up-to-date.  I had cMake configured a long time ago but I've since upgraded to a new PC and I don't really remember how to do that so this is much much easier.

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General discussions / Re: A book on SFML -- looking for author(s)!
« on: October 29, 2012, 09:09:03 pm »
This is a really good idea.  I would definitely read this esspecially to get more into SFML 2.0.  I've been using SFML 1.6 for over a year now and 2.0 has a large enough difference that a few examples of functions would be nice.
On that note... I do like how all the documentation of 2.0 has an example of the function or variable type but it would be great to get an explination on how to use the returned values and such.

Edit: also there's a slight problem I see with the concept of this book... SFML wasn't necessarily made for the development of games.  While that may be a common use for it I think a more correct concept of a book would be more of a general tutorial on using SFML.  While I personally am using SFML to develop a game of my own. The reason I mention this is Laurent has said that SFML is a general media library not a game engine for not adding a few functions is the fact that SFML is a broad libaray.

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C / Re: Change DLL path ?
« on: October 26, 2012, 09:39:13 pm »
What about static linking? Maybe in would solve the problem.

I'd suggest static linking but like the author said in his second post he'll just leave it because it's far more simple.

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