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Messages - sjaustirni

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61
Graphics / Re: Event, is it a diffrent between Debug and Release mode
« on: March 04, 2017, 05:28:49 pm »
Would you post a minimal, complete and verifiable example of this behavior?

62
Graphics / Re: How to draw a line strip that has some thickness
« on: March 04, 2017, 11:26:47 am »
A straight line with thickness is just a rectangle. The rest is just a combination of these (provided that you don't need curves).

Here's an example implementation in C++: https://github.com/SFML/SFML/wiki/source:-line-segment-with-thickness
You can find more examples on the Internet.

// Edit: Indeed, TriangleStrip seems to be even better option

63
Graphics / Re: Apply a View to a Transformable
« on: March 04, 2017, 11:12:43 am »
Composition over inheritance

The simplest thing here is to have your GUIElement (or whatever it is called) contain sf::Transformable and sf::Drawable and then draw it like this:
window.draw(drawable, transformable);

See this for more info.

64
SFML game jam / Re: More?
« on: February 24, 2017, 03:16:27 pm »
I second the itch.io suggestion. I might get to participate in the jam finally.

65
D / Re: Drawing in threads
« on: February 22, 2017, 02:24:33 pm »
I have no experience with DSFML, but keep in mind that in the original SFML there's an implementation inconvenience which requires you to handle the window and the events in the same thread. In addition, on OSX the thread must be the main thread. See the tutorial.

66
Just a quick thought - what is the contents of C:/SFML/lib? Have you moved the compiled libraries to this folder you refer to in C::B?

67
General discussions / Re: Missing general information
« on: February 21, 2017, 07:08:37 pm »
To me there is a big difference in 21 pages of the users' wishlists and what Laurent & team are actually planning on doing, and the project section on Github again does not give much longterm information to go on.

Indeed. Bear in mind, however, that we're still working on 2.5. SFML 3 is not going to be released anytime soon, AFAIK. I would argue that it is not yet clear what exactly is SFML 3 going to be like, even though some issues have been discussed and agreed upon in the aforementioned thread. If there's a major feature you miss in SFML 2.5, you should absolutely try to find an alternative to SFML, or work on it, see below.

I know they aren't bugs per se, but at least in my view they are rather big omissions if you want to make a professional application/game. I've had problems myself regarding the keyboard issue (I'm on a Swedish one) and I've had to do some ugly workarounds regarding issue 1 when it comes to implementing a proper gui system for instance. They might not be the most important features but in my view they are not so small as to not prioritize them for 5-6 years.

It seems that no one had actually enough  interest in the recent years to successfully implement the features. You see, this is unpaid open-source. People come and work on the issues as they see fit, usually on the features they need. If you find there's an unreported bug, send a bug report. If there's a bug you want to fix, but no one seems to care about it, you're very welcome to open a pull request and try to fix it.

Sure, there are people who take care of bug reports that are not related to their project, but there's only so many of these volunteers and their time is limited as well.

P.S. I just found myself explaining how an opensource project works the second time in a short time, maybe it'd be useful to have a sticky post with an explanation of what does it mean to use an opensource library like SFML :)

68
General discussions / Re: Missing general information
« on: February 20, 2017, 03:46:53 pm »
I'm not Laurent, nor am I on the SFML team, I am just a regular user, but I think the answers are obvious enough for anyone to write.
  • SFML is absolutely meant to be used in hobby and professional applications in general (games and multimedia applications mainly, as it says on the front page), 2D or 3D. It's called simple, not limited. In fact, SFML has been used in various Steam games, just browse the SFML projects section for details.
  • For discussion on the major versions we have dedicated threads here on forum, as plenty of features are firstly discussed and only then the plan for their implementation is made. There is, however, usually Project section on Github for the upcoming release, major or minor, where you can see how it is going with the implementation of the particular features.

In conclusion, if you need the support for particular platform which happens not to have official SFML support, go for SDL or the like. Otherwise you should be good with SFML. SFML is mostly stable and the development is much faster compared to SDL or Allegro. The #1 and #7 are feature requests, not bugs. Feature requests may be left open for a longer time since sometimes it is not clear what implementation would be the most appropriate, or even, if the feature is in the scope of the project at all. Sometimes the reason for them being open is just that there are more important things to work on, as it is the case with #1.

69
Window / Re: Making a sf::RenderWindow
« on: February 16, 2017, 09:10:03 pm »
I am not sure if I have understood you correctly, but if you want want to (re)create your window, there's sf::Window::create method dedicated to exactly this purpose.

70
General / Re: Hi, I want to write a game.
« on: February 09, 2017, 06:07:22 pm »
I don't have a lot of time now, so I'll keep it short.

  • Look at source code of opensource games and learn from it. Try to identify the reasons why the implemented architecture was favored over the rest. Sometimes these decisions are made on discussions in mailing lists or (Github) issues
  • Read this thoroughly: http://gameprogrammingpatterns.com/. Try to Google more about the various approaches.
  • Implement what you have learned. Try to focus on one thing at a time. Don't be afraid to reimplement the same thing again, in a more effective and elegant way. Remember, when learning, it's not crucially important to finish the game, but to grok the idea and then move on to another thing. Once you have acquired the basic idea of what is needed for a game to be developed and have a general knowledge of various approaches, choose one project you want to finish and apply the new knowledge there. And yes, never stop learning. ;-)

Good luck :D

71
General discussions / Re: Is SFML still actively developed?
« on: February 07, 2017, 08:16:31 pm »
if any SFML-related bugs/issues arise during my development, will there be any kind of support to fix them?

There is no official support for anyone, at least not that I know of. After all, you paid nothing for using SFML. Having said that, the volunteers in the community that has emerged around SFML do try to solve the issues as soon as possible.

You see, if you haven't paid for an actual support, don't be an ass if your issue is not being worked on the moment you post in on Github or maybe even tagged as "wontfix". I stress the people here are working on SFML for free.

72
Graphics / Re: Moving a ball with FPS
« on: February 01, 2017, 09:31:09 pm »
The simplest solution is to do:
while(window.isOpen()) {
sf::Time dt = clock.restart();
// ...
pos += velocity * dt.asSeconds();
 

73
SFML projects / Re: CUIT | A challenging, minimalistic logic puzzle
« on: January 30, 2017, 03:03:44 pm »
The Kickstarter preview link is missing.

BTW, Cool project, I really like it so far!

74
Abstract class means it contains at least one pure virtual method. The aforementioned error is common when overriding an ABC (Abstract base class) while forgetting to implement one of its pure virtual methods. Look for pure virtual methods in the base classes and then make sure you've implemented all of them in the SoundListener.

75
Window / Re: how to create a "input text fields" and save it in variables
« on: January 09, 2017, 09:33:32 pm »
creating a system for handling ui is actually more complicated than one could think it is.

The easiest (although not very flexible) solution here is storing a pointer or any kind of reference (not strictly in C++ meaning) to the active text field. Handling keyboard input differently if there is a valid pointer to a text field than when there is just a nullptr.

But that feels very hacky and not right for me. If it's same with you, try looking for an established GUI library like SFGUI or Imgui that handles these things for you. Or have a look at how they handle this kind of scenarios and get inspired.
 

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