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Messages - renton_django

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1
General / SFML window is not responding and how to remove console
« on: September 02, 2011, 06:08:50 pm »
I read that. I was looking for something a little more detailed.

Anyways, I rebuilt my libraries and got it working.

2
General / SFML window is not responding and how to remove console
« on: September 01, 2011, 05:18:44 am »
treiguts,

How did you fix this?

I as well have tried SFML/SFML2, with static libraries and am still experiencing this issue.

3
SFML projects / Atom Zombie Smasher
« on: August 11, 2011, 10:18:05 pm »
Picked up the bundle and I love the game!! It's great to see an sfml game getting so much success. Congrats!

4
Feature requests / SetSmooth - default to false
« on: March 03, 2011, 06:22:14 pm »
More of a minor config request than a feature request.

I think the Image SetSmooth feature should default to false. Most 2d developers try to be pixel perfect with their sprites and graphics, so trying to figure out why their sprites are blurry and scaled can be a bit of an obstacle to developers that are trying to learn SFML. Searching "SetSmooth" on the forums shows many cases of these issues.

It's an amazing feature, but I think it is too case specific to be turned on by default.

5
Feature requests / Manually setting Z-order
« on: October 06, 2010, 11:14:24 pm »
True.

I plan on having a lot of stuff going on in my game, so I guess I tend to get a little overly-obsessed with optimization sometimes...

My z-order is based on the y-position value of my on-screen Drawables and I plan on having lots of Drawables on-screen at any given time, so I've got the potential for many z-order changes per frame. I tried out a list::sort() per frame, and it's actually causing very negligible performance loss, so I think I may stick with that for now.

I need to take your guys advice and remember that practice > theory

6
Graphics / How do I layer a sprite onto a bg?
« on: October 06, 2010, 06:57:25 pm »
Performance wise, how does this compare with using transparent pngs?

7
Feature requests / Manually setting Z-order
« on: October 05, 2010, 09:43:57 pm »
@Noldea

This is really only optimal when the # of inserts/z-changes <  log n  (which I think in most cases would be pretty rare - for my case anyways).

The real load on your function is the iterator that cycles through the list searching for the place it should be inserted. We have to assume the worst case of O(n) for each insertion. Using a divide and conquer technique using the size() of the list and having the iterator move around accordingly could reduce each insertion to O(log n).

The way it stands right now :

Sorting: O(n log n)
Inserting with this method: O(n * # of inserts/z-changes)  (Not even counting the complexity of removing a changed Drawable before re-insertion.)


Noldea, I am going to try and build off your idea this week and see if I can make it faster.

8
Feature requests / Manually setting Z-order
« on: October 05, 2010, 08:08:11 pm »
I have been having similar problems to the previous posters.

I think most people feel that a std::list sort (O(n log n) is too expensive to be running each frame if it doesn't have to be.

I still have to evaluate the std::multiset insertion/deletion method.

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