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Messages - Knitter

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1
General / Re: How to link OpenGL on Mac OS X and Netbeans?
« on: August 01, 2012, 02:00:23 pm »
Depends on where your GLU is located and how it has been installed. For any library you have installed as a framework (like OpenGL) you should use the -frameworks option. If you're trying to use some library you installed using systems like MacPorts, the -l flag is the correct option.

If you don't know what MacPorts is or never installed libraries with it then forget I mentioned :)

2
You can find a lot of info in this forum, the wiki and the official documentation for SFML. Another well known community is http://www.gamedev.net/page/index.html, they have several tutorials and complete articles on all things "game development".

If you need help with C, C++ or general programming there is a Portuguese forum you can use at http://www.portugal-a-programar.pt, it is a generic programming forum but many of the members do game development.

Going back to the topic, I'm not against creating a Portuguese speaking community, but keep in mind that you will need to do more than just create the forum, it takes a lot of work.

3
I've seen such suggestions before in other forums and I must say they didn't turn out the way people expected. I too speak Portuguese, though I'm on the other side of the Atlantic :), but I would caution you to first determine if you have enough Portuguese speaking users to justify a new forum since a new forum will always create some fragmentation and most of the users that are able to answer questions speak English.

4
Window / Re: Joypad/gamepad not detected by SFML 1.6
« on: June 11, 2012, 11:04:48 am »
Nice, so I guess it's time to see how to install SFML 2 in OS X and start porting my code to it. Thanks for the answers.

5
Window / Re: Joypad/gamepad not detected by SFML 1.6
« on: June 11, 2012, 10:41:51 am »
I assume with "seems not to detect anything" you mean that you don't get any output in terminal window?
Yes, sorry if I wasn't clear.

Joysticks are not supported at all on OS X in SFML 1.6.
That's unfortunate... is there support for them in version 2? I was going to wait until SFML 2 was officially released and take the time to learn how to use 1.6 but I guess I'm going to have to try SFML 2 now, that is if there is support for Joysticks on OS X in SFML 2.

Is there any place I can see what is and what isn't supported in the various versions of SFML in OS X?

6
Window / Joypad/gamepad not detected by SFML 1.6
« on: June 10, 2012, 11:34:16 pm »
Hi,

I'm just starting to work with SFML and I'm using version 1.6 for the time being. I'm trying to understand how to read user input and am having trouble getting the gamepad to work. Mouse and keyboard work ok.

I just wanted to test the way SFML offers me information about the input devices but I seem to find no way to make my code detected the gamepad I'm using (Logitech RumblePad2, on OS X Lion, no driver needed). Other games detect the gamepad correctly (all features including vibration) but the code I wrote seems not to detect anything.

I've searched the forum but found only one topic about some XBox 360 joypad...

The code I'm using is nothing special:
sf::Window win(sf::VideoMode(800, 600, 16), "", sf::Style::Close);
sf::Event event;

bool finished = false;
while (!finished) {
    while (win.GetEvent(event)) {
        switch (event.Type) {
            case sf::Event::KeyPressed:
                if (event.Key.Code == sf::Key::Escape) {
                    finished = true;
                }
                break;

            case sf::Event::JoyButtonPressed:
                std::cout << "Pressed joy " << event.JoyButton.JoystickId << " at " << event.JoyButton.Button << "\n";
                break;
            case sf::Event::JoyMoved:
                std::cout << "Moved " << event.JoyMove.JoystickId << " on axis ";

                switch (event.JoyMove.Axis) {
                     case sf::Joy::AxisR:
                        std::cout << "R ";
                        break;
                    case sf::Joy::AxisU:
                        std::cout << "U ";
                        break;
                    case sf::Joy::AxisV:
                        std::cout << "V ";
                        break;
                    case sf::Joy::AxisX:
                        std::cout << "X ";
                        break;
                    case sf::Joy::AxisY:
                        std::cout << "Y ";
                        break;
                    case sf::Joy::AxisZ:
                        std::cout << "Z ";
                        break;
                    case sf::Joy::AxisPOV:
                        std::cout << "POV ";
                        break;
                }
                 std::cout << "amount " << event.JoyMove.Position << "\n";
                break;
            }
        }
        win.Display();
    }
    win.Close();

    return 0;
}
 

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