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Messages - Antidote

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1
Window / Re: Exposed Joystick Name, Product ID and Manufacturer ID
« on: January 23, 2014, 12:47:08 am »
No problem, glad to help.

2
Window / Re: Exposed Joystick Name, Product ID and Manufacturer ID
« on: January 22, 2014, 08:47:50 pm »
About the VM, nope 100% hardware for my quadboot.
About the controller, my old SideWinder was the only one I have that returned anything.

Those are the only ones I had to test.
Ones that don't are:
DS3
Nyko Airflo (Shows up as Honeybee)
And the Xbox 360 controller.

3
General discussions / Re: Does Code::Blocks have support for C++11?
« on: January 22, 2014, 08:44:05 pm »
That's not what I said at all, what I said is that SOME MinGW toolchains are broken, not to use non-standard.

4
General discussions / Re: Does Code::Blocks have support for C++11?
« on: January 22, 2014, 10:06:24 am »
Some versions of MinGW don't have it defined, and you get an error about -std=c++11 not being a valid option.
That's why I specifically said "gnu tools", because as long as you're using gnu tools, it's portable, it's very simple to test for this using make, automake, cmake, or any other automated script.

5
General discussions / Re: Does Code::Blocks have support for C++11?
« on: January 22, 2014, 08:21:09 am »
If you're going to be using gnu tools (MinGW, or on linux), then you want to use -std=gnu++11 instead.
-std=c++11 is intermittent at best, and -std=c++0x is technically deprecated.

6
Window / Re: Exposed Joystick Name, Product ID and Manufacturer ID
« on: January 22, 2014, 08:10:53 am »
@NoobsArePeople2
I've gotten it to work intermittently, it seems to depend on the device, some report, some don't.
When it fails just set them to 0 and don't worry about it.

7
General discussions / Re: Wrote a Quake style drop console using SFML
« on: January 21, 2014, 07:53:17 am »
Rendering is the easy part, it's everything else that's a pain, as an example here is the code for handling input:
http://pastebin.wiiking2.com/X5Y3gHxu

Be warned though, I wrote each part as i needed it, and it does a lot of really bad things.

8
General discussions / Wrote a Quake style drop console using SFML
« on: January 19, 2014, 08:50:55 am »
It's a bit convoluted, and could definitely use improvement, but it's something.

Not going to post it the code here yet since it's in major need of cleanup, but I'll post a couple screenshots



9
Audio / Re: [SOLVED]Audio stops after a few hundred consecutive calls
« on: January 12, 2014, 10:11:10 pm »
It all depends on the memory footprint. But usually containers on the Wii aren't a bad idea so I'll definitely look into it.

The nice thing about libogc, is that it implements semaphores in the threading module, which will makes things a little less painful.

10
Audio / Re: [SOLVED]Audio stops after a few hundred consecutive calls
« on: January 11, 2014, 11:42:10 pm »
Implementing RAII in C isn't exactly the easiest thing to do ;P

I'm also attempting to port sfml-audio to wii using libogc, with moderate success, sfml-system still has a long way to go, and sfml-window is non-existent right now.

11
Audio / Re: [SOLVED]Audio stops after a few hundred consecutive calls
« on: January 11, 2014, 09:57:06 pm »
For my purposes RAII isn't the answer, otherwise I would use it.

12
Graphics / Re: Low framerate for empty rendering?
« on: August 17, 2013, 11:31:43 am »
The human eye can only detect movement up to about 100 Hz, some really lucky (or unlucky if you view it that way) eyes can detect up to 120 Hz. Having a framerate of over 1k is ridiculous because no one will ever see them, MOST console games run between 30 to 60 FPS, and 60 FPS is 120Hz so what are you losing out on?

EDIT:
As an example, one of my personal favorite games Metroid Prime has it's FPS capped at 30 internally, you CAN edit the binary to have it higher, but since movement is based on delta's (something I didn't think Retro was too worried about) you don't really notice it.

13
Audio / Re: Audio stops after a few hundred consecutive calls
« on: August 06, 2013, 09:00:59 am »
Ah so you're right, that's what i get for reading the source at 2AM XD
Anyway, thanks for the help. That was indeed the problem.

14
Audio / Re: Audio stops after a few hundred consecutive calls
« on: August 06, 2013, 08:23:58 am »
Really? That makes sense, I'll modify my code to ensure it gets deleted, for some reason I was under the impression that SFML's resource manager handled that and using delete was a no no.

I'll just change it to a reference and have it free itself when it goes out of scope.

15
Audio / [SOLVED]Audio stops after a few hundred consecutive calls
« on: August 06, 2013, 02:49:50 am »
I've been stress testing my engine for a few hours now and have about 1000 entities in one map that call the same sound when they are collided with by the player, after calling this sound about 400 to 500 times the whole sound backend dies with no error, just no sound, period.

Any ideas?

EDIT:
I know that this is a pretty extreme corner case, but I CAN see where this could become an issue down the line.

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