1
C / Re: Error building csfml master with msvc 2010
« on: June 09, 2016, 01:36:43 pm »
On windows the default is to link SFML statically.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
For SFML 3.0 i hope you'll still maintain the C# binding :p
It would be nice to have extended features for Vectors, like Lerp/Distance, and an official tweaning api would be great addition i think
Console support would be cool too :p
you're posting false information.
If you don't call SetFrameLimit(0) you will get high CPU load even with SetVerticalSyncEnabled(true).
At least SFML.NET has this issue.
This topic is related to SFML.Net which has this issue 100%, so please stop posting false information.
It's old SFML bug. You should call setframelimit even if you don't using it (just pass zero). Otherwise you will get high cpu usage. And you should not use vblank sync and frame limit simultaneously.
So, try to use:
SetFrameLimit(0);
SetVerticalSyncEnabled(true);
It help me to solve this issue
Fortunately I do have a much more simpler example that I use to test out the framework that I've built. It has very few graphic objects per states (although you get to see the post process effects I've done ).
AMD recently stopped supporting the drivers for my hd5850, which does support opengl 4, but the latest supported drivers for my card does not support vulkan.
QuoteWhy do organizers hand-approve and rephrase ideas? That essentially makes them the decisive force, not the community. I agree that such intervention would be a good thing when the topic is inappropriate, for example when it's too broad (like "puzzle" one time). But why rephrase? Furthermore, it's not 100% clear at what stage this happens -- it seems to be before the voting even stars. But then, a lot of interventions would be required, because several topics are not ideal to base a jam on.
This part comes directly from implementation and isn't my invention. From my point of view, any good, non-duplicate ideas should be let through and rephrasing should mostly be used only for fixing obvious grammar errors or similar troubles, possibly replacing a vulgarity with some equivalent meaning in otherwise good ideas. What were the original intentions would know only zsbzsb.
QuoteWhy are game voting categories only known at the beginning of the game voting phase? (Name that differently, to not confuse it with theme voting). If the developer is left in the dark regarding what matters in the end, he can't optimize his game accordingly. For example, if "closeness to the theme" is not one category, the whole point of adhering to the theme is defeated.
I worded this part this way, because even I have no idea, how far this is in implementation and what are zsbzsb's intentions with it. My idea about it is pretty much copy-paste what LD got, but we can discuss the categories. I believe zsbzsb should be able to add or remove categories pretty much on go, but last time we were talking about his feature, it was something yet to be implemented.
I may be mistaken about the voting. I seem to remember the ability to remove a vote but I may have dreamed that.
The benefit of a robust OpenGL context is that the programmer will get notified when a graphics reset happens and he can handle the behaviour of the program in that case.