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Messages - efeX

Pages: [1]
1
Network / Congratulations
« on: September 14, 2009, 08:02:10 pm »
Haha. we're on to Laurent  :shock:

2
Graphics / When Using SetFramerateLimit(60) it's actually 30-32?
« on: September 13, 2009, 12:10:38 pm »
1.5... tempted to just get the svn and build

3
Graphics / Bullets in SFML.
« on: September 13, 2009, 11:02:14 am »
-snip-

4
Graphics / When Using SetFramerateLimit(60) it's actually 30-32?
« on: September 13, 2009, 11:01:06 am »
Quote from: "Laurent"
Quote
doesn't print FPS because there are some Sleep call inside Display so you're not measuring the right among of time

GetFrameTime takes this in account. Otherwise it would be completely useless ;)

Quote
I noticed when i use SetFramerateLimit(60) the FPS actually seems to be 30-32...

Do you have vertical synchronization enabled (in your display driver settings)?


It's set to "Let the application decide"

5
Graphics / Animating Sprites
« on: September 13, 2009, 04:15:08 am »
Quote from: "93interactive"
Quote from: "Nexus"
why are so many people using raw, possessing pointers inside STL containers even if they don't need it? That can be quite dangerous (regarding memory leaks, dangling pointers and those problems).


because there is no law how to code. i code how i want and i explicitly mentioned, that there is a option. pointers are just dangerous if you don't know what your are doing.

Quote

Even for these cases, there are better alternatives like Boost's pointer containers


but thats another library, i dont want to use tons of libraries for things that are already there

Quote

Additionally, your code contains several other mistakes, for example copying noncopyable objects or using sizeof on types without parentheses. By the way: structs are classes.


read my lips: this is untested code, just to show the principle

why next time not try to answer his question instead of trying to force others program your way?

i am not interested in pure oo, as it makes everything slow, and 25 years of experience in game industry are my proof (ok, i admit, the first commercial game was in pure assembler), but i always encourage people to program the way *they* like instead of forcing them my pattern.



Ahahahaha. There is so many things wrong with this post I don't know where to start.

6
Graphics / Bullets in SFML.
« on: September 13, 2009, 02:25:15 am »
Quote from: "Nexus"
efeX, in this case I think, a container of instances - std::vector<Bullet> - would be appropriate, since the Bullet class doesn't require any particular semantics. Anyway, thanks for the support, I felt a little bit surrounded by raw-pointer-in-container-users. ;)


Well sure in this case it would be more appropriate. I was just pointing out that a raw pointer in STL containers isn't a very good idea.

7
Graphics / Bullets in SFML.
« on: September 13, 2009, 12:44:53 am »
Quote from: "e_barroga"
If you're creating new bullet objects at runtime you'll want your container to store pointers:
Code: [Select]

std::vector<Bullet*> bulletList;


Example of creating the bullet:
Code: [Select]

bulletList.push_back(new Bullet());


When destroying the bullet:
Code: [Select]

delete bulletList[i]; //Of course, you would actually want an iterator.
bulletList.erase(i);


Uhh. No.

Use a boost ptr container or a smartptr. Not a vector of pointers that would require manual destruction and dirtier code.

8
Graphics / When Using SetFramerateLimit(60) it's actually 30-32?
« on: September 12, 2009, 11:18:26 pm »
I noticed when i use SetFramerateLimit(60) the FPS actually seems to be 30-32... When i use SetFramerateLimit(30) the FPS is 20-21. When I use SetFramerateLimit(90) the FPS is 60-62....

Am I using it wrong or is the parameter the FPS you want to limit it to?

Code...

Code: [Select]

#include <SFML/Graphics.hpp>
#include <iostream>

int main()
{
sf::RenderWindow Window(sf::VideoMode(800, 600, 32), "Test");
Window.SetFramerateLimit(60);

while (Window.IsOpened())
{
sf::Event Event;
while (Window.GetEvent(Event))
{
if (Event.Type == sf::Event::Closed)
Window.Close();
}

Window.Clear();

std::cout << 1 / Window.GetFrameTime() << std::endl;

Window.Display();
}
}
[/code]

9
Graphics / Sprite "blurs" when moved?
« on: June 22, 2009, 08:34:09 am »
Well, it's in my game, which is quite too big to post :P

But i even tried with the displaying a sprite tutorial, same thing :?

10
Graphics / Sprite "blurs" when moved?
« on: June 22, 2009, 05:09:37 am »
I noticed when I move a sf::Sprite by using sprite.move it blurs when it moves.. Why?

11
SFML projects / Squeebs, a 2d comic mmorpg
« on: June 21, 2009, 04:04:52 am »
Quote from: "Dinocool"
Yes this project does use SFML, NOT gamemaker

i'm sorry for those that this project does not work for...

all i can say is that in future versions i shall be looking for ways to increase the compatiblity with vista!

anyways, any suggestions on how to do this would be great


My bad, i worded the post wrong, i meant to say that this used to be in game maker  :P

12
SFML projects / Squeebs, a 2d comic mmorpg
« on: June 15, 2009, 05:36:30 pm »
Quote from: "dabo"
Quote from: "efeX"
*sigh* the reason it doesn't work in vista is because what he has posted is made in game maker.... this project was made in game maker and i guess he's trying to remake it in sfml.. but claiming that the client on the site is C++/SFML?.... no.


AFAIR Game Maker games are vista compatible if created with the latest version. Also Game Maker executables are much bigger in size.


Yeah. I'm just saying this project used to be in game maker.
I see no SFML in this at all, just HGE and pthread.
This is just a "updater"

13
SFML projects / Squeebs, a 2d comic mmorpg
« on: June 15, 2009, 05:16:24 am »
*sigh* the reason it doesn't work in vista is because what he has posted is made in game maker.... this project was made in game maker and i guess he's trying to remake it in sfml.. but claiming that the client on the site is C++/SFML?.... no.

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