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Network / Re: Is SFML network enough for making MMO game
« on: August 21, 2014, 04:19:47 pm »
But yes, SFML network module is enough for you to make a MMO game like that. All you need is a tcp socket.
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The first habit you should develop when writing GL code is to check for GL errors. If you don't, you will waste a lot of time looking for the error in the wrong places. Take a look into SFML's source and you will see that every GL call is surrounded by SFML's glCheck() macro that automatically checks the enclosed GL call. This will tell you exactly what line produced what error so that you can easily fix them when they happen.Well, I took your advice and used glGetError() to see if there was any errors. And and got only one. So I tracked it down, fixed it, and then all was fine. I was screwing up some uniform locations on the samplers, which I didn't need to do anyways.
Hello!This game keeps looking better and better. Nice addition with the damage display :-)
Some news from Witch Blast, with damage's display in game, and a new monster: rat with helmet.
And to make it even more simple, use "std::fill"for(int i=0; i<10; ++i)
{
twoDimVec[i] = std::vector<sf::Sprite>(20);
}
It would be more straightforward if you put your keyboard handling directly into update function instead passing bools around. Something like this:Well it depends on what you're trying to accomplish with your code. I normally have alot of instances of a character-class which also is the class the client should control. So when I'm doing that, all the booleans becomes extremely useful!
1.sprite.setColor(sf::Color(255, 255, 255, n));
No need to be picky about that.Didn't mean to be picky, just to give a friendly advice.