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Messages - Bitbridge

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1
SFML projects / Re: SFGUI (0.1.1 released)
« on: August 12, 2013, 07:08:34 pm »
Thanks, that worked. Life can be so easy sometimes. ;)

2
SFML projects / Re: SFGUI (0.1.1 released)
« on: August 12, 2013, 05:50:56 pm »
Hello,

I'm currently using SFML 2.x for a project and I'm also thinking about using Thor and SFGUI. I do use Visual Studio 2013 Preview and used Cmake to build/compile SFML (dynamic libs) and Thor which worked great.

However, when I try to generate a VS 2013 solution for SFGUI using Cmake it says it cannot find the SFML module. Now there are apparently 2 ways to solve this.

1: Set SFML_Dir to the directory containing "installed" SFML
When I do this (same when generating Thor) it just says it cannot find SFML and resets the SFML_DIR variable to "SFML_DIR-NOTFOUND". Some posts suggested also using SFML_ROOT and SFML_INCLUDE_DIR, which I tried and didn't help.

The SFML Directory, however, does not contain the SFMLConfig.cmake. If I rename the Config.cmake in SFML/Cmake and link to this folder it says that the SFML version is not supported (2).

2: Copy the FindSFML.cmake to the CMAKE_MODULE_PATH
When doing this, it says it cannot find specific SFML modules (graphics, system).

Here's a screenshot of my settings and the error.


I'm not really experienced with Cmake, but I hope we can find a solution. :)

3
SFML projects / Sequnce Master
« on: March 11, 2012, 06:28:56 pm »
Looks pretty nice and I love the speed-button. I always hated it when you have to wait ten million seconds till you know what's up. I would make it slower before the last sound is played, since most of the time you already know what to press and you're just waiting for the last sound to appear.

Anyway, here's a screenshot just so other people can see what it looks like:
 

4
General / SFML 2.0 installation on Mac OSX Lion
« on: November 02, 2011, 08:37:03 pm »
I can't exactly say what you have to do when using Qt Creator, however, you should install SFML 2 the same way, just not the Xcode 4 templates. This way, your SFML2 include files will be in /usr/local/include, which means Qt Creator should find them.

The SFML2 libraries will be installed to /usr/local/lib/. I think you'll just have to specify them somewhere in Qt (probably the same way when using Windows). Their names are like this: libsfml-graphics-d.dylib

I've just googled a bit, but I think you'll have to create just 2 lines in your *.pro file (like you're used on Windows):

Code: [Select]
LIBS        += /usr/local/lib/      
INCLUDEPATH += /usr/local/include


Then just link your libraries using your project settings (or something like that).

5
General / SFML 2.0 installation on Mac OSX Lion
« on: November 02, 2011, 04:09:12 pm »
I'd use Xcode since I really enjoy it. It's also pretty easy to install SFML, just look at the tutorial over here (sbroadfoot90's post). Using SFML with Xcode probably is easier, too, since there are Xcode 4 templates already.

6
General / SFML 1.6 XCODE 4.1 installation
« on: October 29, 2011, 03:22:24 pm »
Did you copy the SFML header files to /usr/local/include? If you didn't, you have to set the 'user header search paths' to your directory containing the SFML header files.

I'm talking about this directory.

7
General / Installing on Mac (Xcode)
« on: October 29, 2011, 03:17:34 pm »
When clicking on Configure in CMake the first time it asks for the generator. What did you choose there? If you want to use 'sudo make install', you will have to choose "Unix makefile". However, on your screenshot it looks like you chose the Xcode generator, which is why it created a Xcode project (so there is no rule to make target 'install').

Anyways, it also should work using Xcode (it does for me, using 10.7), so I'm not sure about the error(s). If you have the same error(s) using the unix makefile, you probably have to wait for Hiura.

8
General / Installing on Mac (Xcode)
« on: October 29, 2011, 01:28:48 pm »
It looks like you used Cmake to create a Xcode-project. You can open that .xcodeproj using Xcode and then run the "install"-target, which will compile and copy the SFML libraries/header files into /usr/local. You probably have to run Xcode using sudo.

If you want to create a makefile, you have to choose "Unix makefile" when configuring Cmake.

Also, since I've already written in this topic: How can I deploy my SFML application via Xcode (using the SFML Xcode 4 Template)? I can build it for archiving, which will build the release .app, however, it doesn't copy the SFML libraries. Do I have to manually add them (Build phases)?

9
SFML projects / Pyro Particles System
« on: April 17, 2011, 09:12:11 pm »
Thanks for updating the link!

@panithadrum
The example link works fine. Only the editor link doesn't work, but you can download the editor on the creator's homepage.

By the way, I wrote an email to the creators and they said that they didn't write that SFML wrapper, which means they are not m110h. Just in case anyone's asking something about the particle engine itself.

Thanks to m110h for writing the wrapper, though. =)

10
SFML projects / Pyro Particles System
« on: April 11, 2011, 07:12:29 pm »
Hello,

your particle engine looks awesome. I'd really like to try it out. However, the filefactory uploads don't work anymore, could you reupload the example source code for the SFML2?

Thanks,
Codevine

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