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Messages - Kalnos

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1
SFML projects / Re: Breaker_IS
« on: December 21, 2016, 05:21:33 pm »
Looks awesome, sometimes it can be difficult to see where the ball actually is with the particles + text flying around from destroyed blocks. 

2
General / VS2010 C#/.NET and SFML 2.0
« on: February 13, 2011, 09:42:11 pm »
Quote from: "Laurent"
You're right, this is not necessary. They just have to be accessible when SFML.Net tries to load them.

You may have multiple copies of your SFML.Net DLLs, make sure that you're referring to the right ones (they should be in your executable's directory).




So yeah, I'm having some sort of post-XNA syndrome.  I've just gotten out of the habit of doing things in the executables directory.  For example, while trying to load that image I forgot that I just needed to add it to the same directory as the .exe, and that I'm not using a content pipeline.

Anyways, thanks a lot Laurent, it's pretty crazy to have a single-developer that's so active in helping people on the forums while developing. :)

Also, I apologize if the image size on that screen-shot is ridiculous, this monitor is 2560x1440 so I try to adjust them before posting.  8)

3
General / VS2010 C#/.NET and SFML 2.0
« on: February 13, 2011, 08:13:07 pm »
Quote from: "Laurent"
No, you really need the CSFML DLLs to run your application (remember, I said that SFML.Net was based on CSFML). The DLLs are in dotnet/extlibs and you have to copy them together with your SFML.Net DLLs.


I do have them in the same folder as the other .dll's, no dice.  I'm unable to add them as a reference through VS also, since they're C, although I don't think that's necessary.   :?:

4
General / VS2010 C#/.NET and SFML 2.0
« on: February 13, 2011, 07:38:07 pm »
Quote from: "Laurent"
Well, The .Net binding is based on the C binding which requires the C++ libraries. So you have to build all this stuff, SFML.Net is not written from scratch in pure C# ;)

However the C libraries are provided in dotnet/extlibs, so if they are not outdated you should be able to use them directly :D

To build SFML.Net, open the VS solution in bindings/dotnet/build and compile. It's a 2008 solution but it should convert fine to 2010.


Awesome, Laurent.  That worked, and I've nearly got it to run correctly!  I got the solution to open; had to download and set a reference to the Tao framework, and I'm nearly there, hopefully.

I made a test project, defined a Main() and I'm simply trying to open a window and I'm getting a "Unable to load DLL 'csfml-graphics-2'" missing .dll error.

In my lib folder under branches/sfml there is a sfmlnet-graphics-2 .dll, is it simply a case of mismatched file names, or something else?

Thanks!

8)

5
General / VS2010 C#/.NET and SFML 2.0
« on: February 13, 2011, 08:06:53 am »
Quote from: "bastien"
A Google search gave this command:

Code: [Select]
%comspec% /k ""C:\Program Files\Microsoft Visual Studio 10.0\VC\vcvarsall.bat"" x86


Hey!  I found a command very similar to that earlier, and by mixing the two I have gotten it to work.  Thanks!

I can generate the files with the Visual Studio 2010 option, but it creates a C++ solution, so I'm now just wondering if .NET isn't supported at the moment, or if I'm missing something.

6
General / VS2010 C#/.NET and SFML 2.0
« on: February 13, 2011, 06:45:11 am »
So, I'm following the tutorial to setup SFML 2.0 using Cmake, and I'm unsure how I should continue at the point in which you would normally open the VS 2010 C++ command prompt to configure and use the >cmake command.  The thing is, as far as I know, the C# version doesn't have a command prompt  :? ?

Does anyone have any advice on how I can get this setup?  Also, just to check, is .NET supported for SFML 2.0 at this point, or am I jumping the gun?

Thanks for any help.  :)

7
SFML projects / Open Game Engine
« on: July 04, 2010, 06:01:46 am »
Have you considered making a template using resources class?

Just a suggestion.

8
General / Need advice on code structure
« on: June 20, 2010, 03:36:42 am »
Hey guys, I'm pretty new to the C++ / SFML scene and was wanting some advice from more experienced users on how to handle this.  I'm starting by writing a simple Tetris like game, and one thing i'm particularly stumped on is the way to handle images.  I've set up a class that manages images so that they're not loaded more than once by storing them in a map.  The problem, though, lies in where I should declare the instance of this imagecache in my code.

An example I saw on this site was a Singleton pattern like:

Code: [Select]

static ImageManager &get()
{
static ImageManager imgManager;
return imgManager;
}


I don't really want to use a method like this, but I don't really have any good idea of where the cache should be placed.  

I've thought of placing it in a generic Entity class in which the Blocks and Player, etc is derived from, but this seems like it would alienate the manager from things like background images and things that aren't derived from this class.  Declaring it in the main loop just seems hectic as it requires me to pass a reference to the manager like Game --> Board --> Block --> etc just to set a sprites image, which seems like poor structure.

My question to you guys then, is how would you suggest I handle creating an instance of my imagecache class.  I don't care if you link me sample code, a tutorial, or anything, I'm just lost as to where I should put it so that it's efficient and not cryptic.

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