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Messages - dabbertorres

Pages: 1 ... 6 7 [8] 9 10 ... 34
106
Audio / Re: Attaching SoundBuffers
« on: February 17, 2017, 07:59:34 pm »
Well here's something a bit more to learn about arrays: "buffers" and "arrays" are often (not always) the same thing.

In this case, getSamples() is giving you a pointer to the buffer (hence the class name) containing the sound data. There are getSampleCount() datums in the buffer.

You're going to want to read about pointers to understand more in depth about what's going on here.

107
Graphics / Re: Looking for a nice variable sigma gaussian blur shader
« on: January 12, 2017, 08:21:21 pm »
Realistically, there are too many variables at play to accurately make a guess (amount of weights, CPU specs, GPU specs, etc).

If I had to make a guess, it'd be that the difference would be negligible; I would just calculate at runtime for ease of use.

Best way would be to profile the two methods yourself.

108
Graphics / Re: Looking for a nice variable sigma gaussian blur shader
« on: January 12, 2017, 04:09:28 am »
You could try searching around Shadertoy.

109
General discussions / Re: Scripting Language Question
« on: December 24, 2016, 07:11:08 pm »
I recommend you to pick up the latest edition, it's written for Lua 5.2
The latest edition is out (August, this year) for Lua 5.3.

Keep in mind though that if you want to use LuaJIT, it's based on Lua 5.1, with a few backported features.

110
System / Re: UTF-8 and stuff
« on: December 15, 2016, 05:50:09 pm »
string iterator + offset out of range
if I do not set the size of output string manually like that
You want std::back_inserter

111
Graphics / Re: Drawing sf::Sprite together with OpenGL 4.x
« on: December 09, 2016, 08:48:50 pm »
SFML requires compatibility mode to be on in OpenGL.
You need to change "core" to "compatibility" in your shaders.

112
SFML projects / Re:creation - a top down action adventure about undeads
« on: December 07, 2016, 02:54:01 am »
Here's what I can think of that I've enjoyed:

  • Stardew Valley
    • Based around blocking, timing, weapon length, attack speed, 4 directions
    • Kept simple due Link to the Past esque AI
  • Transistor
    • If you ignore the turn based time pausing side of the combat
    • same devs as Bastion and similar style
  • Hammerwatch
  • Titan Souls
    • Player doesn't do melee, but the combat generally involves melee enemies and is well done imo

113
Graphics / Re: SFML mouse input mode.
« on: November 18, 2016, 12:07:47 am »

114
Window / Re: Window won't stay open
« on: October 27, 2016, 06:49:53 am »
What is the version number for your gcc?

Using pre-built SFML libraries (if so, which?), or compiled yourself?

115
General / Re: SFML instant segfault (core dumped)
« on: October 17, 2016, 10:55:30 pm »
Might want to read through this thread a bit: https://www.reddit.com/r/Windows10/comments/4ea4w4/fyi_you_can_run_gui_linux_apps_from_bash/

Looks like it's possible, but potentially slower than you might like (as of ~6 months ago or so, given the thread's date).

116
DotNet / Re: SFML.NET 2.4 Update
« on: October 13, 2016, 11:45:53 pm »
Bump @Laurent.

Any more thoughts? Should I leave this out for now, and just make PRs for the 2.4 update and the style changes?

edit:
2.4 Update
I'll wait to make a PR for the style changes once the 2.4 update is merged, since it is based on my 2.4 branch.

117
Graphics / Re: OpenGL with SFML (Assumed context issue)
« on: October 12, 2016, 07:18:04 pm »

118
Oh that's right, my bad.

I tend to set pixel_center_integer so it's uniform across the API.

119
General discussions / Re: Is there a way to render SVG files with SFML?
« on: October 09, 2016, 11:29:57 am »
You could use a svg parsing library like nanosvg, and then (using the data obtained from parsing) rasterize it to an SFML primitive.

It's relatively straightforward to do. It just needs to be done. ie: The hard part. :)

Otherwise, I don't know of anything that already does so.

120
General / Re: glm::mat4 in setUniform?
« on: October 08, 2016, 06:45:07 am »
Because SFML isn't GLM?

You'll need to pass it as a sf::Glsl::Mat4.

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