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Topics - reduz

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1
General discussions / Making SFML binary compatible across versions
« on: September 21, 2008, 06:03:04 pm »
I see SFML doesn't hide the private scope of its classes, can't this create binary compatibility issues in case you want to change them across minor versions? (as in, symbol size changes won't link)

Usually most C++ libraries (such as Qt), to avoid this, allocate the private scope separatedly like this:

myclass.h

Code: [Select]
class MyClassPrivate;

class MyClass {
     MyClassPrivate *p;
public:
    void methods();
    MyClass();
    ~MyClass();
}


myclass.cpp

Code: [Select]
class MyClassPrivate {
public:

      member variables
};


MyClass::MyClass() {

     p = new MyClassPrivate;
}

MyClass::~MyClass() {

    delete p;
}



Well, hope this is of any use.
Cheers!

2
General discussions / Saner unix install
« on: September 20, 2008, 06:13:34 pm »
Hi! This is a request for a saner unix install,
Is there any hope of autotools , dependency detection, pkg-config support, debian friendly building, etc? Also any hopes of pestering distro mantainers to package it?

Because otherwise distributing something for unix using SFML is pretty difficult..

3
Feature requests / Clipboard Support
« on: July 03, 2008, 10:37:11 pm »
It would be really awesome to get portable clipboard support, which is something i very much miss in SDL. I write like to write portable audio apps as hobby and this is a feature i miss a lot.

Cheers!

4
General / [Solved] SFML and Multi Threading
« on: July 03, 2008, 08:39:10 pm »
Hi! I intend to give a try to SFML at the small game studio were i´m working at.
We tried to use SDL for portability, but it really has a lof of design limitations, so I´m wondering the same things about SFML.

First of all, how multi-threaded is SFML? In modern games that utilize OpenGL, it is very common that one thread handles keyboard, logic, and many OS ops, and another thread exclusively does scene culling and rendering, as this scales into multicores and modern game consoles. So, is it possible in SFML to move the graphics to a separate thread (And get the OpenGL context with it) while the rest of SFML runs in the main thread?
Because as said before, SDL is not designed and not able to do this, and this is a very important feature needed for modern 3D engines.

Thanks in Advace!

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