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Messages - tms

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SFML projects / Re: A simple 3d engine fury3d
« on: January 29, 2016, 04:09:39 pm »
Really cool! You should add the screenshot to the Github repo as well.

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SFML projects / Re: adventure3d: Simple raycaster with SFML
« on: January 22, 2016, 09:46:26 am »
window.hasFocus()
It's in the documentation  :P

I actually used that at first, but found it's not in SFML 2.1. I prefer to keep compatible with that version because it's the default in the Debian/Ubuntu repository and I like it being easy to set up.

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SFML projects / Re: adventure3d: Simple raycaster with SFML
« on: January 21, 2016, 03:52:33 pm »
MORTAL,

Yeah, I was thinking of adding sky and floor similarly. Though I'd also like maybe adding floor and ceiling textures as in the second tutorial. However, the way he does it there is very CPU-focused and would require me to render differently then the line-based rendering I'm doing now. I like that rendering, so I'd rather not change it to something slower! I'm wondering if there's a good fast way to do that with the GPU(Maybe shaders, but I don't have much experience with those).

And maybe I'd like to add a skybox kind of thing, where a certain texture is always visible in the sky, and you can see different parts by turning your character but you'll never get closer to it.

I'm not sure what you mean with the extra boolean value. I'd still need a way to ask the window whether it's in focus or not right after it was created. Some people can have their system set so new windows don't steal focus. But it's probably not too important. If you start the raycaster you'll be wanting it in focus anyway.

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SFML projects / Re: adventure3d: Simple raycaster with SFML
« on: January 21, 2016, 10:12:40 am »
Thanks fer_t for reporting and Hapax for the suggested fix. An oversight on my part! I've fixed it now.

That C++11 style seems a bit weird to me. I've read in "Effective Modern C++" about the {} constructor, but in this case I feel it's more natural to use =(as I've done with other simple initializers), so I went for that one.

C++ is such a mess at times with multiple syntaxes for everything :D

Edit: I do think it could be a problem initializing it to true if for some people the window is started in the background. But I'm not sure how to fix that. Is there anyway to know whether you're being started in the foreground with SFML 2.1?

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SFML projects / Re: adventure3d: Simple raycaster with SFML
« on: January 18, 2016, 08:52:10 pm »
I actually have a video on my site.

Thanks all. I think I'll add textures very differently than the tutorial does, because I can just specify texture coordinates for my lines and have the GPU pick the pixels. Doesn't seem too hard. It's fun to make something like this - You get to make a simple cool 3d-ish experience way easier than starting with drawing triangles and shaders such. Its so efficient, too!

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SFML website / Re: HTTPS support for the forum and main SFML website
« on: January 17, 2016, 02:45:54 pm »
Let's Encrypt is active now!

Check it here.

It's still in public beta but its certificates are already trusted by browsers. So now you can get an SSL certificate for free, with an automated system. Does this mean we can see HTTPS for the site soon? I too feel kind of insecure posting on a forum where any MitM could take over my account.

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SFML projects / Re: adventure3d: Simple raycaster with SFML
« on: January 17, 2016, 02:11:10 pm »
Thanks, MORTAL! I hope compiling works well. For the record I used clang++ on Linux, with SFML 2.1(default from the repo on Ubuntu).

Yeah, I'm glad I found the tutorial too. I also found he has more tutorials, including one about drawing ceilings and floors with raycasting and drawing sprites. I also found the code license for his tutorial code, which is basically MIT. So I'll add that to the repository.

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SFML projects / adventure3d: Simple raycaster with SFML
« on: January 16, 2016, 11:37:11 pm »
Hi everyone,

A few days ago, I decided to make a raycaster in SFML, I used this tutorial: http://lodev.org/cgtutor/raycasting.html

Here's what I made: https://github.com/tmsbrg/adventure3d
Compile using `make' or just compile main.cpp using your favourite compiler.

Don't have textured walls working yet. Will work on that when I feel like it.
Edit: I've got textured walls working now.

Screenshot:

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