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Messages - Veltas

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1
General discussions / Re: SFML 3 - What is your vision?
« on: April 24, 2014, 03:46:13 pm »
Okay, I hope this doesn't count as off-topic.

Firstly, how exactly does optional C++11 work? You could insert new features that define code better or swap-out with older style code, like override, or nullptr etc.?

And then secondly, if there's discussion to be had on
Quote from: eXpl0it3r
whether C++11 should be non-optional,
then what advantages could there be in designing the library around the latest C++ standard?

Also, C++14 is due soon enough, and VS, GCC and clang will also support it soon enough (if Herb Sutter's projections for VS weren't too optimistic). Would it be worth using C++14 in place of C++11?

2
SFML website / SFML tutorial typo
« on: February 22, 2014, 02:11:21 am »
Nothing exciting, http://www.sfml-dev.org/tutorials/2.1/graphics-view.php under "Moving (scrolling) the view",
"Unlike drawable entites such as sprites or shapes," entities is mispelt.

3
General / Re: What is sf::NonCopyable::NonCopyable'?
« on: January 31, 2014, 12:01:07 am »
Don't start to offend other people just because you don't like their opinion.

Yes, sorry Nexus: this was a silly joke with zsbzsb and I've edited my comment to make that clear. I don't want to drag down the reputation of the SFML forum at all.

zsbzsb's point is a good one: You can't learn SFML when you lack the basic understanding of the C++ language. I know there are plenty of people who don't believe this, they'll always make their lives harder than necessary. And I really mean that, because I've made exactly the same experience when I began... In hindsight I could have saved so much time and troubles ;)

I think it really depends on the person: I found C++ easier when trying to learn from the ground up with a good book. But I know people who dove straight into trying to use libraries etc. and still had a good time of it. It doesn't sound implausible to me.

Also, at what stage have you learnt basic C++? He may well have learnt about basic structure, functions and classes without having properly taken in references by coincidence. Should one completely abstain from trying out things until they're fully up to date with ISO/IEC 14882:2011?

4
General / Re: sfm and cairo
« on: January 30, 2014, 02:49:49 am »
I don't have any idea what the problem is here, but is mixing SFML and cairo really a good idea?

SFML has support for mixing with OpenGL, at least, so I'd try following them if you're not already: http://sfml-dev.org/tutorials/2.1/window-opengl.php

And then the same for cairo, if such rules exist (which they probably do, but I don't know my way around cairo's documentation).

And then hopefully it should work.

Otherwise to get people motivated to try and fix this I'd try and reduce your code down to the bare minimum that causes the same problem, hopefully you'll accidentally fix it trying to do this.

5
General / Re: What is sf::NonCopyable::NonCopyable'?
« on: January 30, 2014, 02:33:32 am »
In general, read up about pass by value and pass by reference, as they are important C++ concepts. :D
This is what you need to do, instead of coming here asking very, very basic C++ questions  ;)

No, disregard zsbzsb, he's old and grumpy. You should come here and ask plenty of questions that could be answered with a basic grasp of C++, because it's not insane to try and make C++ more interesting while trying to learn it.

EDIT: I'd like to point out that this above line was not as abrasive as it sounds, me and zsbzsb were mucking around a bit on #sfml.

Good luck learning C++ and I hope to see something productive of your SFML usage some day.

6
SFML game jam / Re: Open GL - Yes/No
« on: January 12, 2014, 06:56:08 am »
I am undecided as to whether or not allowing OpenGL is a good idea.

However, zsbzsb's most recent suggestion of "totally removing anything about opengl from the rules and simply requiring 2 components of sfml" does sound like the way to go if OpenGL is to be allowed.

7
Feature requests / Re: Getting a sprite's vertices
« on: December 19, 2013, 11:59:37 pm »
Might be better to return a reference to whatever is used to store the vertices internally, if at all... EDIT: Wait, that doesn't work.

Anyway, I agree with the proposal!

Anyone else got any ways that they have worked around this problem, or any particular reasons why this wouldn't be a problem?

8
General discussions / Re: Better keyboard handling
« on: November 26, 2013, 01:07:11 pm »
I think he's saying "the number keys on a French keyboard should be interpreted like the numbers on normal keyboards, despite them not actually typing numbers when you hit them without modifiers".

9
General discussions / Re: Better keyboard handling
« on: November 25, 2013, 11:58:20 pm »
3) Returning scan codes would be useful in certain cases, in the end it probably wouldn't matter if the scan codes are reported or not. I would say return them just because some people would find them useful and at the most it would add one more member to the key event structure.

I disagree, it would matter if the scan codes were not reported.

When writing specialised controls you'll want to know which keys on the keyboard are being pressed, not the character inputted.

EDIT: And also you could not return them together, as multiple scan codes will correspond to certain characters (i.e. multiple keys pressed to get one input character).

EDIT2: Looking at the current KeyboardEvent, I'd keep that the way it is and then add a new event CharacterInputEvent (or something similarly named) that informs of a new character being inputted. There are troubles, though. International input is quite complicated and sometimes it's not possible to "just input a character", in far eastern locales for example.


Disregard this, look at my original post.

10
General discussions / Re: Better keyboard handling
« on: November 25, 2013, 11:50:58 pm »
EDIT 2:
Looking at the current KeyboardEvent, I'd keep that the way it is and then add a new event CharacterInputEvent (or something similarly named) that informs of a new character being inputted.

I say separate event because we think about the keyboard keys pressed and the characters inputted separately, and multiple keys can be combined to form one character, for example.

There are troubles, though. International input is quite complicated and sometimes it's not possible to "just input a character", in far eastern locales for example.

I imagine it's worth aiming for whatever a generic text box would receive, if possible.

If you think Qt's key codes enum is impressive perhaps expand sf::Keyboard::Key?

EDIT3:
What does the TextEvent do? Is that what I'm talking about? If so I'm not sure what I'd change other than expanding sf::Keyboard::Key.

EDIT 4:
Perhaps there should be a way SFML provides to get a string that represents the key as well? This would make it easier to refer to keys with localization. On my keyboard the '6' key is a 6, and ^ when combined with a shift, so should be called "6" by this functionality because as a user I would recognize it as such. This would make it easier to tell the user to press a key, etc.

11
General discussions / Re: Favorite IDE
« on: November 19, 2013, 11:53:02 pm »
Well I use a plain text editor. It formats and colour-codes the text, has all usual text editor stuff, and it's mainly gedit on GNU/Linux and Notepad++ on Windows.

Project management, code completion, error checking while you write, and automated building with multiple build profiles. These are the advantages I see IDEs as having.

Project management isn't really necessary, I use a solid directory structure and store my project in a git repository.
Code completion would be nice (in fact there are plugins for it) but I've never cared enough to get it.
Error checking while you write is irritating and I'd turn it off. I've become very good at figuring out compiler and linker errors so I have little use for this.
Build management is great, but I am fine with a Makefile right now and will be fine with CMake or something if pushed to it.

I've noticed that people want to mention GNU/Linux as an IDE. It almost is, as what I describe (give or take the editor) is how most people on GNU/Linux manage projects. Still though, I think the 'plain text editor' option applies to these people.

12
SFML projects / Re: What are you working on?
« on: September 26, 2013, 07:10:29 am »
AI bugs and flaws can also be hilarious, such as in Cortex Command :D

Fortunately graphics bugs are usually easier to fix... like for example this was an attempt at drawing the graph y = x^2 from an old project: http://i.imgur.com/Mo4pmVw.png It can be harder, but having something visual to work with is nice.

I can't imagine how hard AI is to fix... EDIT: Or should I say fun?

13
SFML projects / Re: What are you working on?
« on: September 25, 2013, 11:34:15 am »
SuperV1234, your game looks like it will be really fun.

I'm going to see if I can get a program with some 3D graphics going, but can't really say much more than that right now, it's hard to say what will happen.

Project here: https://github.com/Veltas/yolo-octo-spice

I'll post any interesting developments here. I'm expecting interesting developments to be bugs, because they can often be very interesting; especially when they involve graphics. Hopefully I'll live up to my reputation of producing interesting bugs.

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