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Messages - bryce910

Pages: [1] 2 3
1
SFML projects / Server Management Software
« on: September 29, 2016, 09:37:45 pm »
Hey guys!

I have been using SFML for awhile now in game development and small odd jobs. I have decided to finally build a serious project using SFML / C++ that is not game related. I am not sure if this thread is for game projects only but if not, I am hoping to walk through the creation of the SFML / C++ based server management platform.

Not much has been done as I have decided to upgrade my version of SFML and start the project from scratch since my game engine will not be too helpful when building a standard business application.

So for now it was more of an introduction and a small image of what I am looking for it to look like in the next week or so. This will include some external classes to help handle easy UI elements that can be a pain if you are trying to avoid adding more libraries in your project other than SFML.


See ya guys!


2
Hey everyone!

I am having an issue getting the object to move to a point on the map. I have dealt with this before  but for some reason I am unable to get this to work correctly using a very simple codebase.

Here is the code:

//in main
object.setPosition(25, 600);
cordinates.x = 250;
cordinates.y = 0;


//function that is called
    if(object.object.getPosition().x == cordinates.x && object.object.getPosition().y == cordinates.y)
    {
        return true;
    }
    else
    {
        sf::Vector2f _tempPos = object.getPosition();
        sf::Vector2f _targetPos = cordinates;
        float dx = _targetPos.x - _tempPos.x;
        float dy = _targetPos.y - _tempPos.y;
        float angle = atan2(dx, dy);
        float directionX = cos(angle);
        float directionY = sin(angle);
        object.move({directionX, directionY});
    }
 

As the character moves he moves down and to the right instead of up and to the right but from what I have read in examples and etc. I believe to have the write code...but obviously I do not.

Thanks for the help guys

3
General / Re: IOS Linker issue
« on: March 05, 2016, 04:30:57 pm »
Oh crap. Then I have been wasting my time on that because my stuff already works on OSX! Lol

May I ask where the iOS data on github is?

4
General / Re: IOS Linker issue
« on: March 05, 2016, 03:33:53 pm »
The cocoa project is in the examples project. This actually is a completely new application just implementing the cocoa example that is on the github.  I don't plan on doing anything custom till I get the example up and running lol

5
General / Re: IOS Linker issue
« on: March 05, 2016, 03:11:10 pm »
The target is supposed to be iOS, I used the example and set the IOS = true and then opened the project and then compile "cocoa"

6
General / IOS Linker issue
« on: March 05, 2016, 05:43:55 am »
Hey everyone!

So I have been working on getting an ios build up and running and after I have my max OSX up and running correctly. However, I am having an issue with linking up with the ios port.

Code: [Select]
Ld Debug/cocoa.app/Contents/MacOS/cocoa normal x86_64
    cd /Users/example/Desktop/cocoa
    export MACOSX_DEPLOYMENT_TARGET=10.10
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -arch x86_64 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk -L/Users/example/Desktop/cocoa/Debug -F/Users/example/Desktop/cocoa/Debug -filelist /Users/example/Desktop/cocoa/Project.build/Debug/cocoa.build/Objects-normal/x86_64/cocoa.LinkFileList -mmacosx-version-min=10.10 -Wl,-search_paths_first -Wl,-headerpad_max_install_names -framework Cocoa -framework Foundation -lsfml-system -lsfml-window -lsfml-graphics -fobjc-link-runtime -Xlinker -dependency_info -Xlinker /Users/example/Desktop/cocoa/Project.build/Debug/cocoa.build/Objects-normal/x86_64/cocoa_dependency_info.dat -o /Users/example/Desktop/cocoa/Debug/cocoa.app/Contents/MacOS/cocoa

ld: library not found for -lsfml-system
clang: error: linker command failed with exit code 1 (use -v to see invocation)


Apparently I have no idea what I am doing and do not fully understand where it is actually looking for the sfml-system file at?


Thanks for the help!
Bryce

7
Graphics / VAO openGL issues
« on: November 24, 2015, 07:45:44 am »
Hey guys!

I have a quick question, I am using openGl and after getting the shaders issue figured out I have ran across another problem that is probably just somewhere in my code.  I am curious though if SFML has any issues with VAO's in opengl?

Code: [Select]
glUseProgram(programId); //very basic shader
glBindVertexArray(vaoId); // VAO holding my VBO data
glDrawArrays(GL_TRIANGLES, 0, 3); // should draw a basic traingle
glBindVertexArray(0); // unbind VAO
glUseProgram(0); //unbind shader

doing this I get the error:


Code: [Select]
An internal OpenGl call failed in Texture.cpp(154)
Expression:
glGenTextures(1, &texture)
Error_description:
GL_INVALID_OPERATION
 The specified operation  is not allowed in the current state

Any ideas?

8
Graphics / Re: Having some issues displaying traingle with openGL
« on: November 22, 2015, 07:12:22 pm »
Hey guys!

After many long hours of working through this I ended up hiring someone to help me fix the problem. Apparently the issue was with my shader::Bind(&shader). Once I switched over to the opengl method of shading the triangle worked and the flickering stopped.

9
Graphics / Re: Having some issues displaying traingle with openGL
« on: November 21, 2015, 11:23:10 pm »
Okay so I got it rendering now but all of the graphics modules I draw are flickering constantly behind the OpenGl object rendered

Code: [Select]
game.gameWindow.pushGLStates();
game.render(*background);
game.render(*object2);
game.render(*playMenu);
game.render(*quitMenu);
game.gameWindow.popGLStates();
glClear(GL_DEPTH_BUFFER_BIT);

glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertextBuffer);
glVertexAttribPointer(
0,
3,
GL_FLOAT,
GL_TRUE,
0,
(void *)0
);

glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
game.gameWindow.pushGLStates();
game.gameWindow.popGLStates();
                        game.gameWindow.display();


10
Graphics / Re: Having some issues displaying traingle with openGL
« on: November 21, 2015, 10:52:30 pm »
I have those in the code by the openGL draw sequence:

Code: [Select]
        glDrawArrays(GL_TRIANGLES, 0, 3);
gameWindow.pushGLStates();
gameWindow.popGLStates();
       //back to sfml graphics modale drawing

If I use

Code: [Select]

static const GLfloat g_vertex_buffer_data1[] = {
- 1.0f, -1.0f, 0.0f,
    1.0f, -1.0f, 0.0f,
    0.0f, 1.0f, 0.0f,
};

instead of

Code: [Select]

std::vector<sf::Vector3f> g_vertex_buffer_data;


Then the triangle does draw? Are you not able to use vector3f for verticies?

11
Graphics / Having some issues displaying traingle with openGL
« on: November 21, 2015, 10:18:35 pm »
Okay so I have been working on this for hours and I simply can not understand what I am doing wrong. All I am trying to do is generate a Triangle in my sfml application and  yes I am failing miserably. Can someone explain to me what I am doing wrong?
Code: [Select]
GLenum err = glewInit();
if (err != GLEW_OK)
{
std::cout << "NOT WORKING" << std::endl;
}
GLuint vertextBuffer;
GLuint vertexArrayID;
glGenVertexArrays(1, &vertexArrayID);
glBindVertexArray(vertexArrayID);

glGenBuffers(1, &vertextBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertextBuffer);

g_vertex_buffer_data.push_back({ -1.0f, -1.0f, 0.0f });
g_vertex_buffer_data.push_back({1.0f, -1.0f, 0.0f});
g_vertex_buffer_data.push_back({ 0.0f, 1.0f, 0.0f });

glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), &g_vertex_buffer_data, GL_STATIC_DRAW);
        glDrawArrays(GL_TRIANGLES, 0, 3);
gameWindow.pushGLStates();
gameWindow.popGLStates();

I am not able to get anything to show up even for a simple triangle.

This is all the opengl code I  use including the draw functions

12
Window / Re: Issue with globalBounds() of text on view.zoom()
« on: November 18, 2015, 08:42:43 pm »
We can close this. I found at the bottom of documentation there is the solve for my issue:

http://www.sfml-dev.org/tutorials/2.0/graphics-view.php

13
Window / Issue with globalBounds() of text on view.zoom()
« on: November 18, 2015, 07:27:57 pm »
Hey guys!

I am currently building a small little application but I am wanting to introduce some of the zooming of the screen as part of the game play. The issue is when I view.zoom() everything zooms correctly EXCEPT I am not able to register my hover effect on text. I have to have the mouse below and to the right of the text to get the hover event.

Here is the code I am using:


textItem.getGlobalBounds().contains(sf::Mouse::getPosition(app).x, sf::Mouse::getPosition(app).y))
{

hover();

}
 

works I don't have the zoom view attached and active to the current window.

14
Thank you. I just noticed the different between global and local!



15
Hello guys!

I am working on scaling some textures accordingly and I am trying to figure out how do I get the original size of the sprite after I already scaled the item.

For example:

/* Sprite Size = 800X600 */
Sprite.setScale(2.0f, 2.0f);
/* New size 16200X1200 */
 

How would I obtain getting the value of the original size of the sprite (800 X 600) without rescaling it?

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