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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.
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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).
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.
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However the C libraries are provided in dotnet/extlibs, so if they are not outdated you should be able to use them directly
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.
A Google search gave this command:Code: [Select]%comspec% /k ""C:\Program Files\Microsoft Visual Studio 10.0\VC\vcvarsall.bat"" x86
static ImageManager &get()
{
static ImageManager imgManager;
return imgManager;
}