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Messages - fallahn

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271
SFML projects / Re: Screenshot Thread
« on: June 21, 2016, 10:55:14 pm »
I've been sitting on this for a while as my artist has gone AWOL



The game itself is pretty complete though - source is here.

272
SFML projects / Re: SFGUI (0.3.0 released)
« on: June 16, 2016, 05:18:50 pm »
Does anyone have a version laying around they can chuck my way? It would be very much appreciated.

This repo has a copy in the include and lib directories.

273
General / Re: Problem with TMXloader
« on: June 08, 2016, 11:23:37 pm »

274
General discussions / Re: The new sf::shader additions
« on: May 28, 2016, 09:22:02 am »
Aye the new interface is far more useful than the now deprecated one. As far as I can tell opengl itself doesn't provide a way to supply struct data unless you directly address its members like this or this. If you prefer, and you can ensure an opengl > 3 context, I have found uniform buffers can work well with SFML.

275
Graphics / Re: I'm missing something about resizable windows
« on: May 25, 2016, 10:36:54 am »
Maybe views are what you're looking for.

276
If you can, get a copy of the SFML Game Devleopment book. It has a good explanation on resource management (the source for which can be seen here)

277
Graphics / Re: Crash when resetting view
« on: May 07, 2016, 09:10:03 am »
Access violation writing location 0x0000

suggests you're trying to access a nullptr (ie a pointer with value zero)

278
A possible solution mentioned on the IRC channel (by Jonny I think) is to render an area of the map, unzoomed, using the working view, to a render texture. Then you can zoom in/out on the rendered area and draw it to the window using a sprite or a single quad via vertex array.

279
Graphics / Re: Conversion from Box2D to SFML creates gap
« on: April 22, 2016, 11:24:58 pm »
As the Y coords are flipped as is the direction of rotation.

If it helps here and here are my conversion functions for reference.

280
Graphics / Re: Conversion from Box2D to SFML creates gap
« on: April 22, 2016, 09:46:35 pm »
It looks like you're not inverting your Y coordinates (box2D starts at the bottom of the screen, SFML from the top).

281
SFML projects / SpIn - Space Invader Emulator
« on: April 20, 2016, 04:05:37 pm »
A little project for funs and learning (building on my CHIP-8 interpreter), uses SFML for all the multimedia parts:



Source

282
General / Re: Gaussian blur shader
« on: April 15, 2016, 06:25:17 pm »
Looks great! :D

283
General / Re: Gaussian blur shader
« on: April 15, 2016, 03:50:19 pm »
As far as I can tell it approximates the blur with a pre-computed curve (as opposed to averaging the samples). It's not totally clear in the screen shot because I also have another post effect running which purposely adds noise :)

The blur animates nicely though via the offset parameter:



I forgot to mention that the blur passes run on a much downsampled render texture (1/4 - 1/8 resolution) which is then smoothed via the texture property, and then stretched to fill the screen.

284
General / Re: Gaussian blur shader
« on: April 15, 2016, 10:59:41 am »
It looks like you're not actually using a gaussian curve for your blur. Take a look at the shader included in the SFML Game Dev book (note the multiplication of the small numbers which make up the curve), it has some pretty good results:


285
Graphics / Re: shader scanline or interlace effect.
« on: April 13, 2016, 11:59:21 pm »
Few people are going to be willing to write code for you, although if you're lucky some might Google up a few resources ;) You could try this effect in at least two ways: use gl_FragCoord to skip every other row of your texture giving you black lines across the image, or more subtly using a combination of sin and cos to offset your texture lookup by some amount. Experimenting is half the fun!

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