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Messages - eventhorizon02

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1
Graphics / Re: Particle effect spin
« on: April 10, 2017, 09:09:26 am »
Thank you very much.

2
Graphics / Particle effect spin
« on: April 09, 2017, 11:49:47 pm »
Hi,
I have implemented a fairly nice Particle effect system. I control velocities radial and tangial acceleration, etc.
I am using a vertex array with textured vertices.
I would like to also implement a spin per particle.
I would appreciate a hint in the direction to go about in implementing a spin or rotation if possible at all.

Cheers.

3
Graphics / Re: shader scanline or interlace effect.
« on: April 14, 2016, 09:46:07 am »
Thanks for all the replies. I finally managed to get shaders from repositories implemented. My main issue was passing data such as time, mouse position and resolution over to the shader. After further investigation I figured out about the shader.setParameter way to communicate with it.
Again being completely new to GLSL I was not aware of uniform variable etc.
I guess now it's time to crank out the old linear algebra college books to some nice effects going on.
Cheers.

4
Graphics / Re: shader scanline or interlace effect.
« on: April 13, 2016, 08:40:31 am »
Thanks for the awesome advice! I have never thought about  the option of using the ultimate all knowing search engine. Maybe I need to improve my googling skills but all I found was code that I never managed to integrate into SFML.  It seems like there is plenty out there, the sort of sudo GLSL code that works with LOVE, unity or whatever.
My understanding of GLSL is still minimal and I'm not able to migrate those code snippets to works with my C++ SFML project. That is the reason I came to this forum to ask if anybody has or knows about something I can use.

5
Graphics / shader scanline or interlace effect.
« on: April 12, 2016, 08:55:18 pm »
Hi,
I'm working on a SFML game and need a nice interlace or scan line effect. That sort of look old CRT monitors had.
It seems super easy to load shaders and apply them to sf::Drawable's.
My problem is that I just started learning the witchcraft of GLSL and have a hard time achieving anything near the desired effect.
If you have some GLSL code that I can use for that purpose I will greatly appreciate it.

cheers.

6
General / Re: Cocos2d style Actions with SFML
« on: January 09, 2016, 06:48:07 am »
Thanks, I already figured out the best way to go about it and started implementing it.
I like SFML for it's light weight and simplicity.
Actions are a hight level abstraction that can help you when writing your game. You define an action such as MoveAction provide the destination and the time then call runAction on a node.
You can also define a sequence of action with repeat forever or not, etc.
Anyway these are nice features that some other libraries have such as cocos2dx and decided to implement with SFML.
cheers

7
General / Cocos2d style Actions with SFML
« on: January 08, 2016, 09:27:34 am »
Hi all,
I'm trying to implement cocos2d style actions (or spriteKit style actions or cocos2dx actions) with SFML
Actions such as move, animate etc.
I'm trying to figure out the best way to go about it and need your opinion.
Should I go the multi thread route or just implement it in the main thread somehow.
your ideas are appreciated.

Cheers

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