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Messages - SeriousITGuy

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1
I just built SFML master with Visual Studio 2017, only took me 5 minutes and works as expected.

2
General discussions / Re: Books list and suggestions.
« on: May 10, 2017, 10:30:42 am »
On the SFML front, you should really give the original SFML Game Development a try. It is the best book on SFML I have read so far, excluding the new Mastering SFML as I haven't read it yet.
Besides that Game Programming Patterns is a must have for an aspiring game developer.

3
As Packt was kind enough to give me a 70% Discount code for their developer survey, I picked this up. First look is promising, and if the pain Points of the first book have been reworked I look Forward to the rest.

4
General discussions / Free C++ Game Dev Book using SFML only Today!
« on: April 20, 2017, 08:47:15 am »
Hey guys,

Packtpub gives away a free C++ Game Dev Book using SFML: https://www.packtpub.com/game-development/procedural-content-generation-c-game-development

You can get the free eBook here https://www.packtpub.com/packt/offers/free-learning and only today 20.04.2017, so go get a copy. I already own the book as it was on sale at x-mas last year for 5$, and I can say it is worth it. It is not totally about SFML, but rather focuses on procedural generation of content, but makes good use of SFML to get things on screen.

Cheers!

5
General discussions / Re: is it "better" if textures are square ?
« on: July 14, 2016, 10:02:53 am »
What eXplOit3r said, but I think it is worth mentioning, that if you want no sprite clipping issues, and especially when you work with sprite rotation and scaling that you better use square sprites with sizes of 2^n.

6
General / Re: [CMake]Could NOT find SFML
« on: June 27, 2016, 09:17:44 am »
As far as I can see, you try to link statically, so you need the static libs. Check if they are present in your SFML directory (e.g. libsfml-system-s.so) because on Linux the default SFML package does not supply the static libs (because that is not how one links on Linux). You can build them yourself from source if you really need them, that is no big hassle. But I strongly recommend using the dynamic libs on *nix OS'es and then supply them alongside your binary and set LD_LIBRARY_PATH via a start script.

7
Feature requests / Re: Vulkan Support
« on: May 24, 2016, 11:52:55 am »
One thing that came to my mind recently about this, Vulkan means no MacOS, as Apple doesn't want to support it, they want to use their Metal API for next Gen graphics.
So if SFML wants to support MacOS, their is no way around OpenGL, which will still be supported and updated by Khronos.

8
Also there is a dedicated thread for this book here
http://en.sfml-dev.org/forums/index.php?topic=11992.0

9
SFML projects / Re: SFML DOOM
« on: April 29, 2016, 01:29:33 pm »
Thumbs up for DOOM!  ;D
Thought about doing the same thing for Duke Nukem 3D, but after reading through the original source code for some hours I completely scrapped the idea, because D3D original source is a horrible mess. Maybe I should give the Doom Source a go ;)

10
General discussions / SFML in german magazine C'T
« on: April 20, 2016, 01:33:28 pm »
Hi Folks,

as a german member of the SFML community and a fellow reader of german computer tech magazine C'T, I wanted to inform you that in their newest special issue about programming, there is an article series about making a Breakout clone with Box2D and SFML. If you understand german and are interested, the issue can be purchased here (with no shipping costs this month) https://shop.heise.de/katalog/ct-programmieren-2016

The source code of the project can be found here https://github.com/ola-ct/impac-t

Also interesting for you SFML dev's is the summary of SFML in the article: "[SFML] honors its name, is simple and fast".

Cheers!

11
Since ISO C++ will add a filesystem module with C++17 which is based on Boost.Filesystem, the safest way going for filesystem support is Boost.Filesystem. Users of newer compilers like GCC 5.1 or VC2015 can experiment with this right away with the experimental namespace std::experimental::filesystem::v1

12
SFML projects / Re: How to make a release?
« on: March 18, 2016, 09:27:02 am »
The easiest way is just trying it, simple as that. ;)

A binary will report what it is missing to run, whether it is Windows or Linux doesn't matter.
Get yourself Virtual Box, on of the best and (partially) free virtualization software, and it runs on every major OS. Get it, install a fresh Windows VM without a development environment, put your executable on it and run it. First thing it will complain about will be Microsoft C/C++ runtime, msvcr120.dll in your example, then SFML dll's, then your game assets, ..., you get the point.
Get yourself a good book on basic C++ and teach yourself how the C++ tool chain works. The sooner you get around that, the better.

13
SFML projects / Re: Cendric: An RPG Platformer
« on: March 08, 2016, 10:28:58 am »
I just wanted to give you a quick shoutout that I really like what I see. The two different game perspectives for world and dungeon are a real cool idea. It also looks polished to some degree, which is a heavy acomplishment for indie/Hobby devs ;)
Keep up the work.

p.s. You may look into OpenBroadcaster for screen recording, it's available for all common OS'es

14
General / Re: Square grid path-finding approaches
« on: March 08, 2016, 10:20:42 am »
Thanks for the article Hiura, this is a very good and short read about that topic.

15
Feature requests / Re: push Events...
« on: March 02, 2016, 10:26:45 am »
Safe yourself the hassle and just use Sigc++. I wanted to write something similar the last months and it was a big pain. Then I found Sigc++ and I am happy with it.

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