1
SFML projects / Re: R-Type 2D shoot'em up (C++17)
« on: January 15, 2018, 05:36:47 am »
Vey nice GUI! It is simply awesome.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Release of the source code in December
At this stage of development, I've implemented all the features that as been plan for the First release to be done. The Engine is still not ready to be used, but there is not much work left. I will begin the restructuration of the code in the next days. I may change some classes or methods name and change some implementations etc. The code will be on github in three or four weeks.
In the same time I will be developping my game prototype. I don't know how munch time it'll take but it's only when the prototype will be finished that the first release will be officially announced.
that's all, I wish you a good day .
if I store created sprites in a container instead of creating
It doesn't sound like you want to write a program and use a library rather use an engine and control it with a script.
Maybe you'd want to consider something like the Unreal Engine...
Although, they've even moved away from their scriping language and now use C++...
not exactly ture, what I really want to write an engine fully-based on SFML, so I still want to write a program and use a library but in a generic way so that I can use it in my projects without going again in details of SFML ( i.e : increase the abstraction ) as well as integrating it with scripts to make some tasks easier like LUA ( although I didn't know really what is lua role and what it will make easy and what not.)
That what I wish reach and hope to find an entry point to this.
Thanks
I think that in this case the Facade API by SFML doesn't bring any simplification to the client code and should not be kept in the library, as opposed to the aforementioned std::chrono vs sf::Clock/sf::Time.
Ok, here in this attachement is all code. The events happen in the main.
C++11, C++14, C++17?I think C++11 would be the best option.
Code simplification: smart pointers, type inference, range-based for, delegating/inheriting constructors, nullptr, lambda expressions, std::function, std::tupleAll of those are good, but IMHO its better to let the user use smart pointers for its own and don't impose them.
[[deprecated]] attribute (C++14)I think it is necessary.
Hey, I'm having trouble getting this effect: I need occluders to cast shadows over other occluders like this:
I need the box on the bottom to be affected by the box on the top (meaning: be in the dark), like the player is.
In (1) player and grey box are visible and on (2) only the player is in the dark while the grey box isn't affected by the shadow of the big box.
Any idea on how to achieve this?