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Messages - capz

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1
General / Re: Need help for compiling on Visual Studio 14 CTP
« on: November 25, 2014, 02:49:17 pm »
I don't suppose you'd mind sharing your VS14 build+deps of SFML? I have (almost) no experience with C++ on windows, only done C# with it. Trying to get my code to build but it uses too many C++11 features that are unsupported by VS13.. (main platform is Mac OS X+Clang++)

2
General discussions / Re: Visual Studio "14"
« on: November 25, 2014, 02:44:29 pm »
it seems to be snappier than VS12 and 13, nice!
Also finally some more decent C++11 support (which is what I've downloaded it for)

3
General discussions / Re: Unofficial Nightly Builds
« on: November 16, 2012, 03:18:22 am »
But if you wish so I could help you. Either by giving you SSH access to a Mac, and you take care of everything, or you give me the build script and I send the resulting binaries to you or to a server.
Well I've never developed anything with a Mac so I'm very unsure how things work there. I've a build script now for Windows (.bat) and one for Linux (.sh), but I'm not sure to what extend it would work on a Mac, but it's actually very simple although probably not the most efficient.
It probably would be better if you built them...
If Ceylo would install macports then you could just install whatever linux tools you use that way (sudo port install portname)
Mac OS X is a certified UNIX distro, so it's not that different to a linux box once you ssh in.

4
General discussions / Re: Wii port
« on: September 12, 2012, 06:11:16 am »
I am currently hoping to port sfml to the Wii/GameCube, but I am not sure how to go about doing this. The Wii uses a system called GX for rendering. Looking at sfml it seems quite locked into using OpenGL.

How can I go about getting GX to be used and not OpenGL. Would some kind of rendering abstraction help? The library gl2gx looks promising, but it does not work very well at the moment.

Edit: I am currently trying to contact a mesa3d developer who has done some work on making a wii opengl driver.

as far as I know, both sony and nintendo ship ports of OpenGL for their SDKs, the GL-calls, etc are just renamed, GX in this case. Had a go with PSP and it's SDK had that too. but those are official SDKs :)

having SFML2 on the gamecube would be interesting to me though!

5
SFML wiki / Re: [Wiki] How to change your cursor
« on: June 23, 2012, 02:49:13 pm »
Spaces are better since they are always the same for everybody. (Depending on the environment tabs can be equivalent to 2/4/8/... spaces.)
I beg to differ. At least with tabs, you can set the indentation width to your own liking, regardless of what other developers used. With spaces, you're forcing people that browse your code to use your specific indentation preference.

I prefer 4 spaces, i know people who prefer 8. should i be forced to have 4 and 8 mixed in my code because it contains some of their work? or have to convert / re-indent?  ???

Also, from reading over the obj-c code, all you're doing is changing the cursor to another system cursor, right? Is it even possible to change it to a user-supplied sprite? Just curious

6
General / Re: SFML Mac Portability
« on: June 17, 2012, 10:41:53 pm »
I did some googling today and stumbled upon a website with a bunch of unix libs turned into os x frameworks. Just wanted to share it for reference. it appears to have a fairly up to date version of freetype and developer info. I'd look into it more if only i had some more time on my hands. May just save a few hours of work on sorting out this issue  :)

http://www.kyngchaos.com/software/frameworks


7
General / Re: SFML Mac Portability
« on: June 14, 2012, 04:30:05 pm »
I'll try that later, but what I'm wondering right now is why linking to the default libfreetype still prompts for an install of XQuartz. A subset of X11 libs appear to be shipping with the OS, and since SFML only requires freetype, it seems a little odd that it's asking for more. Maybe I'm missing something here :o

8
General / Re: SFML Mac Portability
« on: June 13, 2012, 09:38:54 pm »
What does
Code: [Select]
otool -L /Users/test/Library/Developer/Xcode/DerivedData/test-evmgfzadndoehnbskpupqrhdfnbb/Build/Products/Debug/test.app/Contents/MacOS/testgives you ?
Virtual-Mac:~ test$ otool -L /Users/test/Library/Developer/Xcode/DerivedData/test-evmgfzadndoehnbskpupqrhdfnbb/Build/Products/Debug/test.app/Contents/MacOS/test
/Users/test/Library/Developer/Xcode/DerivedData/test-evmgfzadndoehnbskpupqrhdfnbb/Build/Products/Debug/test.app/Contents/MacOS/test:
        /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation (compatibility version 300.0.0, current version 833.24.0)
        @executable_path/../Frameworks/sfml-audio.framework/Versions/2.0.0/sfml-audio (compatibility version 2.0.0, current version 2.0.0)
        @executable_path/../Frameworks/sfml-graphics.framework/Versions/2.0.0/sfml-graphics (compatibility version 2.0.0, current version 2.0.0)
        @executable_path/../Frameworks/sfml-network.framework/Versions/2.0.0/sfml-network (compatibility version 2.0.0, current version 2.0.0)
        @executable_path/../Frameworks/sfml-system.framework/Versions/2.0.0/sfml-system (compatibility version 2.0.0, current version 2.0.0)
        @executable_path/../Frameworks/sfml-window.framework/Versions/2.0.0/sfml-window (compatibility version 2.0.0, current version 2.0.0)
        @executable_path/../Frameworks/SFML.framework/Versions/2.0.0/SFML (compatibility version 0.0.0, current version 0.0.0)
        @executable_path/../Frameworks/sndfile.framework/Versions/A/sndfile (compatibility version 2.0.0, current version 2.24.0)
        /usr/X11/lib/libfreetype.6.dylib (compatibility version 14.0.0, current version 14.2.0)
        /usr/lib/libstdc++.6.dylib (compatibility version 7.0.0, current version 52.0.0)
        /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 159.1.0)
        /usr/lib/libobjc.A.dylib (compatibility version 1.0.0, current version 228.0.0)
        /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation (compatibility version 150.0.0, current version 635.19.0)
 
:P

9
SFML projects / Re: Hello World
« on: June 13, 2012, 09:02:50 pm »
Also I think your website could greatly benefit if an artist of yours could remake the website's design and a programmer could try to integrate everything a bit better (e.g. create a wordpress theme and use it for the whole website and not some selfwritten thing and a blog that look totally diffrent...).
or get a pro, because neither artists, nor programmers are designers, and both are notorious for making horrible websites :P trust me, i know a couple hundreds of them xD

Also, cool game!

10
SFML projects / Re: Endaeva - A Universe-Sandbox RPG!
« on: June 11, 2012, 10:16:45 pm »
Your project looks really incredible, it seems to me that the principle of "being wise and clever if you're an one man army" was applied to its fullest, i see a lot of potential, and i hope you succeed :)

Thanks.  My motivation has been hit pretty hard since I released and attempted funding.  I think I'm bad at going public with work, or something...it's frustrating.  I know people would enjoy what I'm making if I could just properly convey it.

read the book "life's a pitch", we use it in uni and it can really open your eyes!
I did a quick google and this is it [ link ], in case you're interested and would like some more details.
Also, should you pick it up: don't read the second part. What that means.. you'll know when you get there :)

11
Window / Re: Fullscreen mode not working
« on: June 10, 2012, 03:48:17 pm »
iv'e tried running the code snippet and for me, i can exit the app with escape, but in my case the background is set to the proper colour (same as windowed), but the sf::Text doesn't show up.

I also tried getting from info about the viewport:
sf::View view = window.getView();
sf::IntRect viewport = window.getViewport(view);
printf("viewport details: x %d, y %d, w %d, h %d\n", viewport.left, viewport.top, viewport.width, viewport.height);
 

which printed
Quote
viewport details: x 0, y 0, w 0, h 0

something does seem off ; /

I'm on Mac OS X (64bit),  Intel i7-2600, 12GB ram, AMD Radeon HD 6970M 2048 MB

12
General / Re: SFML and Box2D meters per pixel efficiency
« on: June 10, 2012, 02:14:45 am »
why don't you just take an object, such as a door, or a character, estimate what it's size would be in real life, and use that in relation with the pixel size of the sprite(assuming you use those) to figure out a good ratio? Should give you some decent physics, and I believe that's what they (box2d tutorials) recommend you do as well

13
Graphics / Re: Passing sf::RenderWindow to multiple .cpp files
« on: June 10, 2012, 02:07:04 am »
I would like to point out to watch out where you point those pointers ::)(pun intended :P). Using pointers without an extensive introduction to C++, will lead to problems that make no sense. Like functions that stop working when you uncomment a printf somewhere (happened to me back when I started)

I'd recommend at least reading up on pointers on this website

Also, taking some time to look at ways to organize (the object oriented way) the parts that make up your application will HUGELY benefit your programming endeavours.

finally, in my SFML projects I make sure to always have a reference to the window in every object when they are instantiated, this way I can draw (and do some other stuff) anywhere in my code, without worrying about having access to the window, and without using global variables (booo, stay away from them).

14
General / Re: SFML Mac Portability
« on: June 10, 2012, 01:27:39 am »
Yes, but you don't actually need to build SFML to use it. Just download the last release from the website.  ;)
Oh I wasn't aware that there are prebuilt frameworks already :D

Anyway..  ;D
So I poked around in yet another clean install of 10.8 (making snapshots so I can revert from now on :P) and I noticed some things which I thought were interesting:
SFML will in fact compile just fine without XQuartz installed if you make a (soft) symlink to libfreetype.6.dylib, called libfreetype.dylib. A bunch of libs and headers actually ship with the OS, and even though freetype is not the very latest version(2.4.4), the whole thing builds just fine.

As for running apps.. I've created an empty sfml project from the supplied templates and for me it doesn't work. I had to throw out all references to sfml libs and add the frameworks for it to compile. I've also added freetype (the version that ships with 10.8 ) to the project but it still keeps asking to install XQuartz when running the app. Not sure what's going on there  :o

Console.app shows the following output:
Quote
/Users/test/Library/Developer/Xcode/DerivedData/test-evmgfzadndoehnbskpupqrhdfnbb/Build/Products/Debug/test.app/Contents/MacOS/test requires X11, launching com.apple.X11redirect.

15
General / Re: SFML Mac Portability
« on: June 09, 2012, 07:36:51 pm »
When you attempt to run an SFML 2.0 app, you are indeed presented with an option to install XQuartz.
Great!

Is the user still prompted to install XQuartz if you copied freetype library to your application bundle ? (If you don't have time to test this I'll test it later when 10.8 is officially released.)

I'd personally be fine with grabbing a copy of the dylib and bundling it with my app similar to how you link with sfml itself, but sfml probably won't compile unless it's present at compile-time of the framework, no?

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