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General discussions / Re: Sprite DLight - Instant normal maps for 2D graphics
« on: December 15, 2014, 01:39:40 am »
Just realised the KickStarter campaign has finished and I forgot to pledge
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... because I'm a UNI student too and I know what it feels like to get trolled by the professors. One of them in my Intro to Programming Languages course is partly responsible for my addiction to #defines and global variables!Bit off topic. I really don't understand why anyone ever expects to learn(master) a programming language in university. Here down under where at the university I'm attending. We don't have any units that are focused solely on learning a specific language. Most lectures focus on the theoretical stuff and project codes usually have poor coding practice. Doesn't help the lab computers always come with out of dated compilers. I've come to understand that learning a language should be done on your 'own' time and unis only provide guidelines and deadlines on the theoretical stuff that you should be learning at best.
Does std::chrono replace sfml::Clock completely?
Tello might be something worth looking into. Here's the feature tour and an example:
https://trello.com/tour
https://trello.com/b/nC8QJJoZ/trello-development
Doesn't even the SFML tutorial say that you should use C++ 11 threads where possible? If SFML 3.0 makes C++11 fully required, then I could see why it's being removed-You are right. Personally I use std::thread and have never used sf::Thread.
* removing sf::clock and sf::thread and friends in favour of the C++-versions of it.sf::thread, maybe.
* a technique to insert an event (example: my_triple_mouse_click) to the event loopThese could all be done by implementing your own event system on top of SFML's event facilities, which would be more flexible and far superior for your game logic needs. I think sf::Event should be kept to what it is now, for window and input related events.
* timer events
Keyboard handling + mouse lock. Plus at best any open non-API breaking issue on GitHub.+1!!
If further SFML releases are stalled by the Android and iOS ports, then the ports should probably be postponed. Otherwise we won't see any new releases in a probably very long time.