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Messages - NGM88

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1
General / Re: SFML books - reading order?
« on: December 29, 2019, 04:59:22 am »
I suggest reading SFML Game Development ONLY, and none of the others. I unfortunately read SFML Essentials first back when I was a C++ novice and encountered many problems because of the singleton resource manager the author used. I skimmed through Blueprints (did not buy it) and I remember thinking that the code in that book was a mess. I'm not familiar with SFML Game Development By Example.

SFML Game Development is all you need to learn SFML with the best coding practices.

2
Graphics / Re: RGB Profile of png files
« on: October 26, 2019, 04:29:54 pm »
Must be something else then. Thanks for helping, as always.

3
Graphics / Re: RGB Profile of png files
« on: October 26, 2019, 09:58:00 am »
I assign the color profile in Photoshop and save with it.

Weird thing is, a year ago when I was using the previous version of SFML (2.5.0) with Visual Studio 2015 I didn't have this problem. Textures would look correct. I am now using 2.5.1 with Visual Studio 2019 and the textures are looking a lot less saturated. (I remember this very well because that's when I learned that I had to save the png files with that particular color profile)

4
Graphics / RGB Profile of png files
« on: October 26, 2019, 08:10:43 am »
I'm saving my png files with Adobe RGB 1998 Profile in Photoshop, but they are not being displayed with this profile in my SFML application (the saturation difference is very obvious). Other image viewing software such as Windows 10 photos app is displaying them with the correct profile, but not SFML. How can I fix this?

5
General / Re: Vsynch CPU usage is unusual
« on: July 08, 2019, 06:01:43 pm »
Depends. In a perfect world, you could expect that, but it's not unheard of that some GPU drivers just implement a busy-waiting loop of some sort, so your vsynch wait just loops until the next frame needs to be rendered, thus the CPU usage can be quite high.
Not sure if that's the case on your end. Do you render 60fps or do you render more than that with vsync on?

The game renders 60 fps with vsynch on.

6
General / Re: Vsynch CPU usage is unusual
« on: July 08, 2019, 04:40:25 pm »
vsync can be disabled in most GPU settings, so even when SFML requests it, it doesn't guarantee to be set.
Check your GPU settings.

Driver Vsynch settings currently leave it to the 3d application. I can't force it to be always on because of a Windows 10 upgrade issue (according to some knowledgeable folks I have reinstall drivers to fix it).

Anyway, just to be clear, I'm not wrong about expecting the program to have the same amount of CPU usage as if I was running it with a fixed frame limit of 60, right? Since the monitor refresh rate is 60hz and Vsynch is supposed to make the program run at that many cycles?

7
General / Vsynch CPU usage is unusual
« on: July 05, 2019, 02:20:01 pm »
When I run my game with

Code: [Select]
Window.setFramerateLimit(60);
... the CPU usage of the program is at about 1% in task manager.

If I increase the frame rate to 120, the CPU usage is at about 2%. At 240 it's about 4% and so on. It's pretty consistent.

HOWEVER, when I enable Vsynch instead of using setFrameLimit(), the CPU usage jumps to around 30 percent.

Isn't this unusual considering my monitor refresh rate is 60hz?

8
Network / Build SFML for Steam on Windows
« on: June 21, 2019, 02:41:17 pm »
The "Build SFML for Steam on Linux" tutorial on the wiki claims that "... the steps for Windows and Mac are well covered in online tutorials".

Which tutorials might that be? My google searches did not come up with such tutorials (I'm looking for a Windows tutorial).

9
Graphics / Re: VertexArray and transparent texture
« on: March 03, 2019, 02:52:58 pm »
What's behind it?

10
P.S. I know about Thor but I would rather code my own than use someone else's (if that makes any sense), just wanted to mention it in case it gets brought back up.

Let me try to explain this with a metaphor... There is a difference between someone who is proficient in a language and can communicate "with his/her own words" and a person who tries to communicate by making up words. You NEED to look at how Thor does it so that you can first become proficient in the language you are trying to communicate with, because right now your code doesn't look comprehensible. I mean no offense, I've been there too, and learned from people who know what they're doing.

11
General / Re: i have a problem with the drag and drop event in my game
« on: February 11, 2019, 07:46:38 am »
You need to learn how to properly structure an sfml program (update->events->draw) inside a loop first. I recommend reading the the first chapter of the book "SFML Game Development" and also reading the official tutorials on the website. In addition to learning how to make a proper game loop, you will also learn that you shouldn't use 58 textures to draw 58 sprites: use 1 texture atlas from which you can draw all your sprites.

12
General / Re: Position
« on: February 11, 2019, 07:40:02 am »
Is the "wallArray" supposed to be rectangle shapes? You need to either explain the problem more clearly and/or post code that reproduces your problem.

13
General / Re: Storing Textures
« on: February 11, 2019, 07:35:29 am »
1. Decide which class should own the texture.
2. Make sure that the owner doesn't run out of scope if the texture will be in use.
3. Pass pointers of the texture from the owner class to any other class that will use the texture.

14
SFML website / Tutorial suggestion for VertexBuffer
« on: January 22, 2019, 03:04:31 pm »
Can we have a VertexBuffer tutorial similar to https://www.sfml-dev.org/tutorials/2.5/graphics-vertex-array.php?

15
Feature requests / Re: Should VertexBuffer fallback to VertexArray?
« on: January 12, 2019, 12:18:08 pm »
Not only this, but VertexBuffer should be the "default" drawy thingie in my opinion (I am well rehearsed in technical jargon). You could just deprecate VertexArray and offer VertexBuffer as default.

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