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Messages - victorlevasseur

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1
Hi,

I also have the same problem (with SFML 2.4.1) and I'm really concerned as my app rely very much on the link between SFML and wxWidgets.  :(

You can test the bug on Linux with my app (doesn't happen on my computer but it seems to happen on the lastest Ubuntu). The app is GDevelop.

2
General discussions / Re: SFML 3 - What is your vision?
« on: December 23, 2016, 03:23:09 pm »
Quote
sf::FileInputStream => std::ifstream (literally the same)
sf::InputStream => std::istream (literally the same)

I don't know if we can use the i(f)streams with Android and iOS, that's probably why they were created.

Quote
Also when will the SFML 3 project/branch be started?
Same question for me. I would really like to participe in SFML 3 development. ;)

3
Graphics / Re: Undefined reference from loadFromFile
« on: December 14, 2016, 01:46:11 pm »
Maybe you build your project with C++11 but SFML is not built with C++11 (there have been a change in the ABI of the GCC standard lib with C++11).

4
General / Re: strange behavior in the update function
« on: December 08, 2016, 01:42:31 am »
That's because std::cout is slow (but it shouldn't be that slow however).

5
SFML development / Re: How should SFML handle non-legacy shaders?
« on: August 28, 2016, 09:33:14 am »
I definitely think SFML should switch to OpenGL 3 at least in the next major version.

6
Graphics / Re: Can't load a background
« on: August 27, 2016, 11:50:04 am »
You need to draw the sprite between the clear and display statements.

By the way, you don't need to load the texture every frame. Just load it before the "while".

7
General / Re: SFML and CMake with Ubuntu
« on: August 23, 2016, 11:43:50 am »
Obviously, you need to install the 32 bits (i686) versions of the packages to build a 32 bits SFML.

8
Graphics / Re: sprite.move() from my gameobject* is not working
« on: August 14, 2016, 06:33:44 pm »
sprite = gameobject_sprite;
texture = gameobject_texture;
 

Here is the copy.

9
SFML projects / Re: YAPG - Yet Another Platformer Game
« on: August 13, 2016, 01:00:43 pm »
New version : 0.4.2-alpha

This release provides a reworked level editor, new templates management (stored in packages), new collisions detection feature and health management. The game now contains enemies !  :)

Download
https://github.com/victorlevasseur/YAPG/releases/tag/v0.4.2-alpha

Modding documentation
http://yapg.readthedocs.io

Complete changelog
# Version 0.4.2 Alpha -  Release notes

Game core:
 - **[feature]** Separated assets and entities templates into independent packages
 - **[feature]** Health management (no HUD currently)
 - **[feature]** Level loading screen
 - **[feature]** Error screen if an error happens during a level or during the level loading
 - **[feature]** Improve the level editor (ImGui for GUI instead of SFGUI)
 - **[perf]** Spatial indexation to improve the hitboxes performances
 - **[bugfix]** Fixed a bug when moving the spawn position in the editor

Scripting:
 - **[feature]** Direct access to component's member variable (example : `position(entity).x` to get the X member variable of the position component of `entity` instead of `as_float(entity:get_attribute("Position", "x"))`)
 - **[feature]** The platform hitbox (PlatformerSystem) is now separated from the standard collisions hitboxes (CollisionSystem)
 - **[feature]** Multiple named hitbox for the collision
 - **[feature]** New finish line management (no components, just a function to call on the level)

Content:
 - Added new assets
 - Added enemies (a frog and a slime)
 - Added an new player template
 - *Reworked all entities templates for their new syntax*

Technical:
 - Built with MinGW-w64 (GCC 6.1) on Windows
 - Updated SFML to SFML 2.4.0
 - Updated Sol from 2.4 to 2.11.2

10
Graphics / Re: How to use OpenGL 4.5 in SFML, instead of OpenGL 3.3
« on: July 31, 2016, 10:29:34 am »
Does your graphic card really support creating an OpenGL 4.5 context ?

11
General / Re: Integrating SFML with Modern OpenGL
« on: July 28, 2016, 07:38:30 pm »
Can you show your code ?

Clearing is done like this :
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); //Replace the values with the color :)
glClear(GL_COLOR_BUFFER_BIT);

12
General / Re: Integrating SFML with Modern OpenGL
« on: July 28, 2016, 12:09:53 pm »
Do you init GLEW ?

This is what you need to do to use GLEW (with modern OpenGL) :
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
    std::cout << "Failed to initialize GLEW" << std::endl;
    return -1;
}

13
General / Re: [Android] Using c++11 and gnustl
« on: July 23, 2016, 01:03:46 pm »
Thank you for your quick reaction.  :D I'll test it soon.

14
General / Re: [Android] Using c++11 and gnustl
« on: July 22, 2016, 02:06:33 pm »
I'm also concerned by this change in SFML as my app uses C++11 features.

EDIT : It seems that the android-cmake project (used by SFML) has dropped support for libc++...

EDIT2 : I've tested myself with gnustl_shared, it crashes (SIGABRT) on sf::String::~String

15
Audio / Re: Music not working
« on: July 17, 2016, 08:36:40 pm »
Look at the "WAV file audio coding formats compared" section in the wikipedia article. You'll see that audio can be encoded in many different ways in a WAV file. You can even put MP3 encoded audio inside a WAV file.

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