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Messages - Grimshaw

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511
General / RenderWindow is not being displayed
« on: March 06, 2011, 11:47:44 pm »
All you need to do is link to a static version of sfml libraries.

While you do something like sfml-system.lib now, the static version is commonly sfml-system-s.lib, the one you must link.

Its that simple, really! :) Check your libraries folder for some clarifying !

512
General discussions / SFML in iPhone
« on: March 05, 2011, 11:41:59 pm »
I bet this is a topic already discussed before, but i would like a definitive answer on the subject.

Accordingly to current SFML state of development, how hard would it be to make SFML support iPhone? Even if not as its core, but maybe an extension to sfml.

Thanks

513
General / Provided OpenGL support by SFML
« on: March 01, 2011, 09:52:29 pm »
Hello, this is just a doubt, once i use SFML in my project, do i need to use something else like GLEE if i want to use openGL?

Thanks

514
SFML projects / ParabolaEngine - 2D Game Framework
« on: March 01, 2011, 12:15:19 am »
Thanks :)

Working on documentation and improving the API.

SPARK2 seems to be usable, beggining implementation of Particle Systems as part of the engine.

515
SFML projects / ParabolaEngine - 2D Game Framework
« on: February 28, 2011, 11:09:23 pm »
New website ! The first release is approaching :)

516
Graphics / Problem with drawing sprites
« on: February 26, 2011, 09:29:35 pm »
My guess would be that your image has those yellow lines to make it more antialiased, but they are unoticed when the line is straight vertical/horizontal. When you start rotating, those lines become pixelated, and more noticeable.

Hope that's it as i can't see any other way that would make a border like that only when rotating.

EDIT: ofc, or SetSmooth() as previously said :)

517
SFML projects / ParabolaEngine - 2D Game Framework
« on: February 25, 2011, 02:03:53 am »
Thats one of the main goals of the engine, to have networked physics working as smooth as possible : )

I will be happy to develop those stuff with your support. Harder to work on something when i won't need it right away, neither will anyone, that is why some support is apreciated :)

Anyway, about networking, there is already a small system for easy communication, on REALLY baby steps yet  :)

518
SFML projects / ParabolaEngine - 2D Game Framework
« on: February 24, 2011, 01:31:07 am »
Thanks for the support, it is under constant development, and i can release a really early version in the next days if you want. It is not well documented yet, but i can do it soon enough too.

Since this engine is meant to be developed for everyone's needs, and you NEED that feature, it seems like a good thing to add to the engine.

I would ask you to suggest that in the forums, to see if it starts being a little more active and a community can start :)

Im thinking of implementing that sprite engine as a scene graph node, which you can plug in and out realtime, if that suits your needs!

The main architecture has improved in the last days, considering a few new things :)

Last addition was a new State managing class, which allows you to create your own game screens in the objects to help keep it organized.
Also included a built in state for that classic effect fade in->image->fade out, such as game initial screens for publishers and stuff. It works pretty smooth already. Tested it by loading a directory, and doing a slideshow with all images within it, and it takes few lines of code only :)

Again, thanks for the support :)

519
Graphics / Explanation on SFML textures
« on: February 21, 2011, 03:48:23 pm »
Okay, i will only be calling that once per frame, but still, i don't win performance with my way? : )

520
Graphics / Explanation on SFML textures
« on: February 21, 2011, 01:26:49 am »
I've ran into this problem:

I have a regular sprite, to which i changed alpha with SetColor()

I have some other drawing code which binds another texture in opengl, which screws up the sfml rendering of the sprite.

To prevent this, i used glGet to save the current texture before the custom drawing code. And restored that texture with glBindTexture after it.

This worked, and both drawing code and sfml are rendering correctly, except the texture has full alpha again( color 255,255,255,255 ).

What happened to my custom color, and how to restore it?

521
General / Tiled Map
« on: February 17, 2011, 11:25:53 pm »
Group a few tiles into a single image. Then cull the images off-screen, and you draw all the screen with very few tiles : )

522
Graphics / SetSubRect or Multiple Sprites ?
« on: February 17, 2011, 04:19:28 pm »
In my opinion, creating many sprites is not a good option at all.

A good choice is to have one Sprite, and assign multiple images as you need them.

A even better way, is to have one sprite and one image, and use SubRect for changing the texcoords only :)

Spritesheets exist for a reason :)

523
General / Program extremely laggy?
« on: February 08, 2011, 12:16:18 am »
Your render code shouldnt be inside the event loop

524
Graphics / Rendering Sprites: Best practices
« on: February 07, 2011, 04:44:03 pm »
Hello, i got myself questioning myself what would be the best practice to render equal sprites.

I mean, is it better to have multiple sprite objects, for different transformations of the same sprite, or should it be faster to draw sprite, setposition, draw, setposition,draw ?

What do you recommend for such cases?

Thanks

525
Graphics / Keeping the renderization proportional when renderizing
« on: February 07, 2011, 03:48:35 pm »
Oh Thanks, it worked.

 I knew i had to do this, but i was calling GetView instead of GetDefaultView :)

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