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 - Grimshaw

Pages: 1 ... 27 28 [29] 30 31 ... 40
421
Completed the survey :)

422
SFML projects / Game Develop : Free game development tool
« on: March 04, 2012, 05:09:34 pm »
People want it easy, if you show a game being done really fast and without effort, people will start digging around :)

I think a video would help?

423
SFML projects / Game Develop : Free game development tool
« on: March 04, 2012, 12:11:53 am »
Im pretty impressed!

I am making such a tool, but taking a different approach, I don't direct it at non-programmers at all.

It has an editor under development, but merely to create the initial state of the levels, then you can control its execution from C++ or Scripts.

I guess we can change impressions about this later, but I actually dropped my jaw when I saw some of your designs/decisions in making this tool!

I recommend to start training people to use it more intensively, once you get it on the road, you will get tons of support for sure!

424
SFML projects / Game Develop : Free game development tool
« on: March 03, 2012, 10:33:58 pm »
Sorry, i absolutely overlooked the post :)

Your software is REALLY looking good! I like it very much !
The zombies game was really neat, actually looked as good as a coded game!

Funny that you use almost the same libraries i use :)

Please elaborate a bit more on the application history,how long did it take to make, major decisions, and a few curiosities!

Best of luck in distributing it to all kinds of people .

425
SFML projects / Game Develop : Free game development tool
« on: March 03, 2012, 09:53:12 pm »
Is this SFML ? :)

426
SFML projects / FlexWorld
« on: March 03, 2012, 09:51:47 pm »
It sounds promising, but I will be honest, with the information given, I don't really understand what exactly it is about.

The concept is looking a little generic, while it does create a big expectation from us :)

What about a concrete example of what to do with it?

427
General discussions / And for my birthday I wish...
« on: March 03, 2012, 05:19:11 pm »
Java-style is C++ style too :) almost!

But honestly, it really looks neat. While both naming conventions have their beauty, there are names that look particularly bad in upper case, such as IsSomething(), in my opinion.

If you are using more than a couple middleware in your project, chances are 70% of them are in lowerCase() . And the standard library of C++ is lower too, and that won't change while the minority of middleware in CamelCase can adapt anytime :)

Cmon, my birthday is coming too ! xD

428
Graphics / Draw line
« on: March 03, 2012, 05:12:49 pm »
Just set the view exactly as it is already is, but flip the Y values :)

429
SFML projects / SFML Light System - Let There Be Light
« on: March 03, 2012, 03:26:37 am »
zlib just the license I am planning to release under! :) Yes, i certainly will use your triangulation code :D Thanks!

My library is already using the nameConvention, i decided i don't like NameConvention anymore! When you guys change, I will lose some time adapting the code, its not a problem !

Now that the lib is better than ever and approaching an alpha release, I will really need criticism, testing , you know the drill..

@mr. author of the awesome lighting system

Thanks! Indeed, Thanks!

Though, there is one more thing I would like to ask to you or anyone that can answer. How do I manuals in the style of yours? I really liked the idea of making a PDF, exactly like yours, to describe my work. Thanks

430
Graphics / Adjustment in Transform/Transformable
« on: March 02, 2012, 03:22:06 am »
Heys,

I am finding Transform and Transformable classes a little confusing because Transform is exactly what i want, but I can't retrieve the position, etc from it.

Also, when I saw Transformable, it looked even more like what I need, but it doesn't let me rotate relatively to an arbitrary point like Transform does. (or does it?)

Imagine a scene graph, with every node position being relative to the parent.
I want to be able to rotate a node around itself by default, but also around its parent, in order to obtain a "gravitation" effect , where the child rotates around the parent in a fixed distance.

Can someone please clarify me on this?

431
SFML projects / SFML Light System - Let There Be Light
« on: March 02, 2012, 03:11:16 am »
You already found a user to the next version! Thanks :)

432
SFML projects / SFML Light System - Let There Be Light
« on: March 01, 2012, 10:00:12 pm »
Quote from: "Nexus"
Quote from: "DevilWithin"
I was thinking of handling this by creating a utility class, a Shape extended.

That would be a collection of sf::Shapes, to allow concave shapes, or simply sets of them..
No need to reinvent the wheel, I've already written such a class ;)

By the way, my library also contains a triangulation algorithm, in case you want to split a polygon into triangles.


Woo, I keep getting nice news ! Specially that triangulation thing, is just something on my todo list ! :)

Do you mind if i "copy" your design? I won't link to more libraries for simpleness sake (already linking to 6 or more). However i will gladly credit you as a contributor to the engine framework.

433
Graphics / Help with SPARK 2
« on: March 01, 2012, 07:44:41 pm »
Ohhhhh... makes sense! I've done that little change, and well, it kinda works..

I will test it better later, but for now it seems fine! And now i feel stupid!

Thanks Laurent!

Are there any other tips for using direct openGL in team with SFML 2?

434
Graphics / Help with SPARK 2
« on: March 01, 2012, 05:30:14 pm »
I am having big time problems to sucessfully render SPARK 2 particle systems, I always get a crash.

Already trying to solve it in SPARK forum, but still no solution.

If someone managed to use SFML 2 and SPARK 2, I would appreciate the help. Follows the pasted post of the SPARK forum.

http://spark.forum0.net/t146-renderer-crash


I've tried to create a minimal example that reproduces the error for me.
Code: [Select]

sf::RenderWindow window;
window.Create(sf::VideoMode(), "heye");

SPK::Ref<SPK::System> sparkSystem = SPK::System::create(true);

SPK::Ref<SPK::Group> effectgroup = sparkSystem->createGroup(400);
effectgroup->setName("Cool");
effectgroup->setRenderer(SPK::GL::GLPointRenderer::create(10));
effectgroup->addEmitter(SPK::SphericEmitter::create(SPK::Vector3D(1.0f,1.0f,-1.0f),0.0f,3.14159f,SPK::Sphere::create(SPK::Vector3D(),1.0f),true,-1,100.0f,0.2f,0.5f));
effectgroup->addModifier(SPK::Gravity::create(SPK::Vector3D(0.0f, 0.3,0.0f)));
effectgroup->addParticles(100, SPK::Vector3D(200,200,0), SPK::Vector3D());

while(window.PollEvent(sf::Event())){

}

sf::Clock c;
while(window.IsOpen()){
window.Clear();

sparkSystem->updateParticles(c.GetElapsedTime().AsSeconds());
c.Restart();

SPK::GL::GLRenderer::saveGLStates();
sparkSystem->renderParticles();
SPK::GL::GLRenderer::restoreGLStates();

window.Display();
}



Also, the Call Stack dies right there..

Code: [Select]
Sandbox.exe!SPK::System::renderParticles()  Line 206 + 0x16 bytes C++
  Sandbox.exe!SPK::Group::renderParticles()  Line 272 + 0x38 bytes C++
> Sandbox.exe!SPK::GL::GLPointRenderer::render(const SPK::Group & group, const SPK::DataSet * dataSet, SPK::RenderBuffer * renderBuffer)  Line 132 + 0x15 bytes C++



Its the same crash I get from the other application, but in this case it doesn't even render one frame, while in the other i see the snow flocks a little time :)

As you can see, i use the latest SFML 2 for windowing, we both know it is pretty good :)

When i mean latest, i mean from yesterday! I fetched the most recent versions of all libraries i use yesterday, compiled them all, and even changed to vs2010 from vs2008. So, different conditions, same problem.

Of course I can be compiling SPARK 2 wrong, but I pretty much compiled it with default settings..

435
DotNet / How do I clear Pixels?
« on: February 29, 2012, 01:16:52 pm »
Since you are using a RenderTexture, the only way I see to manipulate that buffer's data, is to convert it to a sf::Image, do the transformation you want,
then convert back to a RenderTexture...

Pages: 1 ... 27 28 [29] 30 31 ... 40
anything