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Messages - waxx

Pages: [1] 2
1
Feature requests / Re: sf::Sprite::FlipX/Y
« on: January 24, 2013, 12:49:46 pm »
Doesn't that screw things up with a) subrects b) origins though?

2
It's just there's a lot of code mate, and I can't "minimize" my game to show you the problem. Unless you want the whole thing. Then by all means say so.

As far as the performance test, I did it and as you suspected not every frame could be done in <= 1/60 of a second. That's why I added the delta time.

3
okay, that was silly thing by me, I quickly opened static-std folder just because I saw "static".

Works like a charm now, thanks guys.

4
Did the SFML_STATIC flag change or something? Without it I'm getting tons of linker errors as usual, but with it I'm getting them as well as fatal error LNK1169: one or more multiply defined symbols found (not sure if it is about this preprocessor call).

@SVN
For me it's way too bothersome, or at least for now when I'm working alone and I prefer to work alone.

5
Can't seem to find a project for VC to build and compile this version (or maybe I'm missing, not a fan of git/svn and things like that). What do?

6
Hm then I don't really know what am I doing wrong... Any wild guesses to get me going somewhere?

7
Tried convertCoords but it works the other way around I need. My version is 2.0.

8
Oh well, maybe I tried to implement fixed timestep in a wrong and thus I implemented dt only, there might be a difference now.

https://dl.dropbox.com/u/9649932/Release.rar

Can you test it out on your end?

9
But even the sample I just gave you feels meh to me. Are you guys running it with static or dynamic libs?
And my PC is high-end.

10
zzzzzzzz
#include <SFML/Graphics.hpp>

int main()
{
    sf::RenderWindow window(sf::VideoMode(1024, 600), "SFML works!? No");
        window.setVerticalSyncEnabled(true);
        sf::Vector2f pos(0,0);
        sf::Vector2f pos2(2048,0);
         sf::Texture img;
     img.loadFromFile( "test.png" );
         img.setSmooth( false );

    while (window.isOpen())
    {

        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
                window.close();
        }
               
                pos.x -= 0.5f;
                pos2.x -= 0.5f;
               
                if(pos.x + 2048 < 0)
                        pos.x = pos2.x + 2048;
                if(pos2.x + 2048 < 0)
                        pos2.x = pos.x + 2048;

                sf::Sprite sr(img);
                sr.setPosition(pos);
               
                sf::Sprite sr2(img);
                sr2.setPosition(pos2);

                window.clear(sf::Color::Yellow);
        window.draw(sr);
        window.draw(sr2);
        window.display();
    }

    return 0;
}

Test asset: https://dl.dropbox.com/u/9649932/test.png
How to test: compile and run, stare at it literally for 30-60seconds, focus please, and tell me whether the movement is fluid and smooth as toddler's arse or choppy and jerky for whatever reason

11
I just gave you the code.

12
//pseudocode
speed = 0.05f;
pos -= speed;

drawAt(clouds, pos);

how's that my math's problem?? simple thing like this already makes the thing damn laggy

13
Well... I'm basically not even using any delta time nor anything, capped FPS with VSync and left it like that. Should fixed timestep actually fix it?


14
Hi guys

I've been coding my next game - a runner - for couple of weeks and yet I can't seem to handle the problem I have with it. It runs like shit. Now, I don't believe I'm doing anything wrong performance wise, as simple one sprite scrolling slowly on screen feels choppy on its own. And in dynamic game like mine it really is annoying. I don't know what to do - in case it's only my weird feeling I'm throwing out here a test binary (controls: Z jump X attack), try it for yourself:
https://dl.dropbox.com/u/9649932/Release.rar

Looking forward to some feedback and tips.

15
SFML wiki / Re: sfeMovie project [v1.0 RC1 available]
« on: June 22, 2012, 09:45:49 pm »
Is there any option to use this in SFML 1.6?

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