Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Walker

Pages: 1 [2] 3 4 ... 13
16
Window / How can you avoid showing the console in the background?
« on: February 10, 2012, 09:11:18 am »
Quote from: "Tadayoshi"
I personally let the Debug build as an Console app so you can show information you need for debugging etc. And the Release build as an GUI Application


Do this! :)

17
Graphics / Again, Irrlicht and SFML
« on: February 02, 2012, 04:30:10 am »
Not simply (or in any meaningful way, as far as I can tell).

SFML isn't a game engine either. I'm not sure which features you think Irrlicht lacks. Irrlicht handles windowing and input anyway. Also it has a GUI system which is really quite good.

In case you're talking about SFML's network or sound module, you could probably have them alongside Irrlicht with little or no work. ?

If you want to make a 3D game use Irrlicht.

If you want to make a 2D game use SFML.

 :)

18
Window / Funny Window Titles
« on: January 22, 2012, 06:37:46 am »
I had a similar issue once. It was a while back but I'm pretty sure I had messed up my libs somewhere. Might have been debug/release in the wrong build for my project. Otherwise something was wrong with them and a rebuild fixed it.

19
General / Change mouse cursor?
« on: January 21, 2012, 04:25:49 pm »
I'm not really sure what people have against just drawing a sprite and hiding the OS cursor.

20
General discussions / The new time API
« on: January 14, 2012, 03:18:34 am »
Looks good to me.

Quote from: "eXpl0it3r"
Quote
Internally it is of course a Int64 number of microseconds.


Okay does that really remove the issue?

I mean you handle time still as Int64 which has the problem that you get 0 for all the function calls in between 0 and 1ms.
Which means that if I had a game loop that executes faster than 1ms I still would have to deal with the problem of 0.
Example: If I add every iteration the float of the passed time I'll constantly add 0+0+0+0+0, maybe occasionally get an 0.000001 in there but looking at my variable it would seem as if time has stopped.

Sure it can be fixed with always forcing to add a least 0.000001 and then sync it from time to time with the exact int and who ever needs performance below 1ms?

Just saying it doesn't fix all the issues...


Looks like he would be storing microseconds in that int64, not milliseconds.

21
General discussions / Choosing a project
« on: January 12, 2012, 04:42:28 pm »
You generally won't really find tutorials on how to make a (complete) specific game and I would doubt their usefulness after they cover some basic features of a game.

If you've made (relatively) complete clones of Snake and Pong you should really be at a stage were you can make anything of a similar complexity (mostly older arcade games). However if you just followed a tutorial and you're a bit uncomfortable stepping out on your own, perhaps you could try adding more features to what you already have. Otherwise, Breakout is a pretty normal game for beginners to clone and has heaps of room for extra features.

I would avoid following a tutorial that "teaches" you to make a whole game. At some point you will stop learning and just be copying / blindly following instructions.

22
General / How would I go about making sprites move?
« on: January 10, 2012, 04:21:42 am »
This is a very simple operation, I suspect you might need to spend some more time learning fundamental programming techniques before you try and jump in the deep end with games and graphics.

You need to increment the sprite's position by some amount every logic update.

23
Graphics / Rainfall
« on: January 05, 2012, 01:14:47 am »
I would do it as a very simple particle system (so look that up to find out how to do it efficiently). Create particles off-screen and give them their velocity.

You can draw them as a line from position to position - velocity or just a sprite oriented to match the velocity.

Interacting with objects can be as complex as you want, but will probably always use the same basic system.

24
General / Image Manager Destruction (Solved)
« on: January 01, 2012, 03:09:59 am »
Without seeing more of your code it's hard to say. A guess would be that you're destroying the manage more than once.

Quote
although I'm not sure if I should go with this or a singleton.


Monostate. :)

25
Graphics / need some help with glowing text
« on: December 31, 2011, 12:32:58 am »
Render anything you want to glow to an off-screen render target. Run a blur over this and then create a sprite and render it as part of your actual scene.

This technique is exactly the same in 3D rendering as it's done as a post-processing effect anyway.


Depending on exactly what you want to do however, you may be better served by just making a sprite that appears to glow.

26
Graphics / Is it possibile to something like this with blending?
« on: December 31, 2011, 12:20:04 am »
My first (quick and poorly thought out) solution would be this:

Render both sprites with 50% opacity to an empty target. Create a sprite from this and render that with a fragment shader that simply discards a pixel if the opacity is anything less than 100%

27
Graphics / SFML Shaders
« on: December 23, 2011, 02:09:26 am »
If you specify that you're looking for post-processing effects/shaders, you might have some more luck. (Not get so many effects that rely on a matching vert shader)

28
Feature requests / Pixel Manipulation
« on: December 08, 2011, 06:40:20 am »
What kind of manipulation? A lot of effects can be achieved with pixel/fragment shaders.

29
Graphics / Partially drawing/hiding a sf::Shape::Line
« on: December 03, 2011, 02:07:07 am »
(SFML2) Draw the map to a rendertexture and draw that with a sprite onto your HUD/UI.

30
Graphics / Tilemap at 7 fps
« on: December 03, 2011, 02:02:49 am »
Quote from: "makuto"
why would the drawing be slower with the game class


Because you're taking a copy of every object you draw.

Pages: 1 [2] 3 4 ... 13