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Messages - StormWingDelta

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1
SFML projects / Re: My AI Collection Using SFML for Visualization
« on: December 24, 2016, 12:24:41 am »
This project still active? Was planning on seeing how much of the different AIs I could work on changing over to C#.

2
General / Re: Free IDE Hunting
« on: December 22, 2016, 04:39:43 pm »
Sorry about that couldn't remember where to put this type of question here but was also wondering what other IDEs were used with SFML that could compile it or at least have been use to do so.

That said yep was planning on upgrading to the newest community version of visual studio but also wondering about other options. Always good to have equivalent backup options in case one becomes unusable for whatever reason. :)

3
General / Free IDE Hunting
« on: December 19, 2016, 06:14:51 pm »
Needless to say as much as I like Visual Studio I can't keep up with its massive updates and likelihood of needing to pay for the better versions.

Are there any other Free IDEs out there that work well with C# and the .Net Framework and other .Net languages? Ones that also can compile SFML if needed?

Been looking into things like SharpDevelop but not sure if it has everything needed up to date to compile something like SFML.

Any others people have that might work?

4
General / Re: Error when trying to use SFGUI with Visual Studio 2013
« on: June 25, 2015, 02:25:03 am »
Well if all else fails I can always make my own GUI Lib. :P Also after some hunting around I've found the current driver I got for intel graphics has a driver date of 05/26/2015.  Been checking around to see if there is a newer one before doing much.   Last I checked it was up to date so who knows.

5
General / Re: Error when trying to use SFGUI with Visual Studio 2013
« on: June 24, 2015, 03:39:49 pm »
OK I've updated everything I can think of to update and still can't get this error to go away. :(

I've been using the SFGUI from the nightly builds site so I've got little clue how to fix this problem at this point.

6
General / Re: Error when trying to use SFGUI with Visual Studio 2013
« on: June 24, 2015, 01:32:24 am »
well the one I was using up til now was getting everything it was suppose to so it isn't all bad.  In any even normally I'd agree with you on avoiding them but in this case I'm only using them as last resorts since I can't find some of these drivers or vendors.  Also can't seem to find the correct driver that OpenGL is in on my computer and yes I've looked through the device manager. :(

7
General / Re: Error when trying to use SFGUI with Visual Studio 2013
« on: June 24, 2015, 01:14:52 am »
Grabbing yet another driver updating program to see if it can update the 10 Driver Booster isn't updating.  If this doesn't work I'm going to go mental.  Any ideas for good programs to update drivers?  Testing out SlimDrivers this time to see if it can get the few Driver Booster isn't but if anyone has some ideas that might help.

8
General / Re: Error when trying to use SFGUI with Visual Studio 2013
« on: June 23, 2015, 11:07:06 pm »
lol knew I was going to sound like an idiot but it is something I normally don't have to do often, Normally the Driver Booster program I got keeps these things up to date but it seems like it missed one. Going to be fun getting all of Intel's Drivers up to date. >_>

9
General / Re: Error when trying to use SFGUI with Visual Studio 2013
« on: June 23, 2015, 10:55:19 pm »
Google says it's something about your OpenGL driver etc.
Is it up to date? What GPU are you using?

No idea how to check that or update it if able. :(

10
General / Error when trying to use SFGUI with Visual Studio 2013
« on: June 23, 2015, 10:46:55 pm »
No idea what is going on here. Just copy & pasted the helloworld example of theirs to test something and got this error;

Unhandled exception at 0x01FCB4D7 (ig4icd32.dll) in SFMLCPPGUITesting.exe: 0xC0000005: Access violation writing location 0x057A3000.
 


Here's the code if anyone wants it but not sure it is the code that is causing the problem. :(

(click to show/hide)

Was planning on checking if my setup to another class for using SFGUI was the issue but since I got the same error with their setup I'm not so sure of what is going on.  I'll post more useful info if needed later.

11
General discussions / Funny errors you've made or run into?
« on: June 21, 2015, 02:47:42 am »
Those little oops error that take longer than they should to find kind of errors.  The ones you spend a while hunting down and just laugh about later.

Just curious what some of those are.

In my case I was linking to a DLL file instead of a LIB file earlier and it didn't register on my brain until I checked what I had linked before. >_>

12
SFML projects / Re: SFGUI (0.2.3 released)
« on: June 20, 2015, 08:01:38 pm »
I don't fully follow. You just draw your SFML stuff and let SFGUI draw its own stuff. You don't need to do anything complicated to get it working. ;)

OK was just wondering. :)

What I meant was SFGUI drawing on one part of the screen and SFML drawing on the other.  Seems as long as I don't get too complicated it should work fine. :)

13
SFML projects / Re: SFGUI (0.2.3 released)
« on: June 20, 2015, 07:37:04 pm »
Been hunting through the examples and was wondering about something.  In some it doesn't use SFML to draw some things while in others there's so much in the file it is hard to tell what is doing what.  What's the simplest example in the bunch that lets you use both SFGUI and SFML in the same screen.  Where say you have half the screen for the menu made by SFGUI and half is for the play area in the game drawing like normal?

14
Graphics / Re: SetRotation() Sometimes causing Sprite to not draw.
« on: June 01, 2015, 03:41:39 pm »
Is your switch-statement missing "case 0:"?

Check the values your are using to calculate your rotation.
While it is missing a case 0: it is also missing a default: as well for catching things like this.  Default cases are good for when you are unsure if you've got all the cases and/or catching errors as well.

15
Graphics / Re: cannon and bullet
« on: May 30, 2015, 02:40:33 am »
Isn't that more-or-less what I already said as the first reply in this thread? ;)

Yes but sometimes there are people that, well for lack of a better term need it simplified.  Sometimes less text is better, while other times making them figure it out is better.  Depends on the person. ???

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