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Messages - coldscrip

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1
General discussions / Re: SFML Game Development -- A book on SFML
« on: July 20, 2014, 10:21:44 pm »
Thanks guys. It all make quite a bit of sense now. I appreciate it.

2
General discussions / Re: SFML Game Development -- A book on SFML
« on: July 20, 2014, 09:48:18 pm »
I tried the same tests with a release build and things seemed to stay at a consistent 60fps. I understand the implications of the current collision detection system as it does not scale very well. I however lack an understanding as to how a debug build could cause such a great performance hit compared to a release build. Any input would be great.

3
General discussions / Re: SFML Game Development -- A book on SFML
« on: July 20, 2014, 07:44:02 pm »
I am experiencing lag down to 2 FPS when shooting a lot of bullets. This is the game's code on the last chapter straight from github.  The game runs at a solid 60 fps then I start to get powerups that increase the number of bullets as well as the firerate. If I hold down the fire button and fill the screen with my bullets I sink down to 2 FPS. Anyone else experience such lag?

This is on an i5-3570K 4 core at 3.4ghz
8g RAM
NVIDIA GTX660TI

4
General / Re: Run-Time Check Failure VS 2013
« on: July 18, 2014, 03:18:43 pm »
Nexus,

Your comment was all it took! Well that and a few hours of sleep. Right after reading your response it clicked. In C/C++->General->Additional Include Directories I was still referencing the old include directory, not the one that I had compiled. I redirected it to the include directory that I compiled and it worked beautifully. Thank you!

5
General / Run-Time Check Failure VS 2013
« on: July 18, 2014, 08:17:58 am »
Project only contains main.cpp

#include <SFML/Graphics.hpp>

int main()
{
        sf::RenderWindow window(sf::VideoMode(200, 200), "SFML works!");
        sf::CircleShape shape(100.f);
        shape.setFillColor(sf::Color::Green);

        while (window.isOpen())
        {
                sf::Event event;
                while (window.pollEvent(event))
                {
                        if (event.type == sf::Event::Closed)
                                window.close();
                }

                window.clear();
                window.draw(shape);
                window.display();
        }

        return 0;
}

I get the following error:

Run-Time Check Failure #2 - Stack around the variable 'window' was corrupted.

A buffer overrun has occurred in SFMLTutorial2.exe which has corrupted the program's internal state.

...whenever I close the window with the example circle being drawn. This only occurs with a debug build, not a release build.

I am using Visual Studio 2013 which means I have to remake the SFML binaries. No problem I download the latest here: https://github.com/SFML/SFML/archive/master.zip

I made static libraries in cmake. One thing I noticed is that the project still requires opengl32.lib and winmm.lib which was not made by cmake. I assume these already exist with the platform/compiler.

Linker->Input->Additional Dependencies:
freetype.lib
glew.lib
jpeg.lib
openal32.lib
sndfile.lib
opengl32.lib
winmm.lib
gdi32.lib
sfml-main-d.lib
sfml-audio-s-d.lib
sfml-network-s-d.lib
sfml-graphics-s-d.lib
sfml-window-s-d.lib
sfml-system-s-d.lib

C/C++->Preprocessor->Preprocessor Definitions:
WIN32
_DEBUG
_WINDOWS
SFML_STATIC

Any thoughts? In my research it seems that others who have had this problem mix linking debug/release libs. As far as I can tell I have not. Any help would be greatly appreciated.

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