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Messages - Hooch

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General / Implementing gamle loop with alpha state blending
« on: February 24, 2014, 08:20:24 pm »
Hello.
I don't know how to call it.

I was reading this article: http://gafferongames.com/game-physics/fix-your-timestep/
Author of this article updates game to "state" and in more advanced timesteps methods he is blending those states.

How somehing like that would look in code?

2
Thanks. Issue resolved.

3
Hello.
I would like to know where is Vertical Sync pausing in order to limit number of FPS?

P.S.
Your "Search..." function is not working for me. Webpage tells me to contact administrator if that continues. It happens every time.

4
General / Re: Resolution independent drawing. Scaling?
« on: February 21, 2014, 09:28:24 am »
I find it's easier to think of your Box2D simulation as acting in a different coordinate system. So you might have boxes that are "1 box2d unit" wide, but then in your renderer that might correspond to boxes that are 3 "render units" wide, which is transformed by the sf::View to 40 pixels wide (say) depending on the zoom level.

But yes, you could have one coordinate system where 1 box2d unit corresponds directly to a sf::Rect of width 1, which would then be transformed by the sf::View to the screen coordinate system.

Thanks for that.
I read to keep Box2D in range of 1 to 10 units for simulation.

I'm thinking of heving global variable (#define maybe) that will define Box2D World scale. And then in all simulations I'll use size/SCALE. I can always use scale of 1.

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General / Re: Resolution independent drawing. Scaling?
« on: February 21, 2014, 12:41:00 am »
http://www.sfml-dev.org/tutorials/2.1/graphics-view.php

Thanks. That is exactly what I was looking for.


One side question. When using Box2D with SFML and Views I don't have to "scale" Box2D objects?
Can I just create game world using "meters" and then use Views properties to display it properly to the screen?

6
General / Resolution independent drawing. Scaling?
« on: February 19, 2014, 11:33:19 pm »
Hello.
I'm new to game making.

The only game I created before was simple Snake like game in STL. But it was fixed resolutions and I was always drawing ant hard coded (x, y) coordinates.

I know the idea of heving game world units independed of screen resolution units. Like in all 3D games.

I wold like to know how to do do it properly in SFML. When user changes resolutions I have to show him the same amount of screen. (Just like scalling). I don't want to show smaller PART of screen. But the same "amount" of game world but in lower resolution.

Additionally I would like to have scrolling in game. I can't display whole world in one window.

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anything