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1
My comment wasn't directed at you or related to having a BDFL. I was trying to achieve calling out a self serving proposal by Vee, one which would give him much more influence over the direction of the library at the expense of other stakeholders.

2
How is this not anything other than a play for you to exert more influence over the direction of the library?

3
Yeah unfortunately this is definitely still a bug. I'm on the latest version of windows 10 and using completely different hardware from when I first reported the issue and it still happens. I'm going to report it on Github when I get a chance.

4
General / Re: Integrating sfeMovie with a blank cmake project
« on: May 28, 2021, 02:35:30 pm »
Exploiter solved this for me. I simply had to set $LD_LIBRARY_PATH to the location of libraries. RPath should allow for me to set the path of the shared libraries to be in a directory relative to the binary.

Thank you again exploiter

5
General / Integrating sfeMovie with a blank cmake project
« on: May 28, 2021, 01:51:14 pm »
Quite frankly, I am baffled by cmake and always have been. Any help would be appreciated.

I am attempting to break out the MinimalistDemo example in sfeMovie into an independent cmake project on Linux (Windows too after I get it working on Linux). 

I have compiled working binaries of sfeMovie and the examples without issue, linking against SFML 2.5.1 and the bundled ffmpeg in the sfeMovie repo. Now I am trying to link against this in a new cmake project.

Here is a link to the blank repo I am trying to integrate sfeMovie with

I can compile the project, but when I launch it, I get the error: "error while loading shared libraries: libavformat.so.56: cannot open shared object file: No such file or directory"

Thing is, that file exists and is in /usr/local/lib

I'd like to distribute the ffmpeg and sfeMovie shared libraries alongside the executable binary.

Here's a screenshot of what cmake looks like after configuring.


FFMPEG_ROOT is not set, which I imagine is a problem, but when I go to manually set it cmake says that it's deprecated and I need to explicitly reenable it. I have done this, and it no longer complains about that, but it had no effect. I'm assuming the proper directory here would be the sfeMovie/ffmpeg directory?

6
SFML projects / Re: [Release][GUI] ImGui-SFML
« on: February 24, 2021, 12:43:11 am »
Wow, I wasn't expecting any further releases on this since you changed over to your own engine.

Thank you, this is really nice and helpful.

7
General discussions / Re: Why would I choose SFML over SDL2?
« on: January 05, 2021, 10:39:38 pm »
Do you think that SFML is less popular because it is newer?

SFML is definitely less popular. SDL is the industry standard with financial backing from Valve. I think it's likely that SDL (or some descendant fork) will be alive and well decades from now where as SFML's future is more up in the air because it's a smaller volunteer run library. SFML has a pretty active and friendly discord where people are likely to answer your questions, though. If SDL has an active irc or discord community it's news to me. I feel like this forum is also more active than the SDL forum but that's not saying much.

I personally like the API of SFML more (and prefer c++ to c), with the biggest positive over SDL imo is a more complete wrapper over OpenGL, but it's a matter of personal preference here. As for cross platform support, SFML works well on Windows, Linux, and MacOS. Not sure how well it works on ios and android. I think someone has a version of SFML running on the switch but if you're planning on getting something up and running on a console then SDL is certainly a more well traveled path with more documentation and support.

8
Looks like it'd be fun with friends.  Also that was a pretty good trailer.

9
SFML projects / Re: Isometric RTS
« on: June 03, 2020, 10:33:47 pm »
This is awesome and impressive.  Well done

10
Yeah, I had the same problem.  2 monitor setup (1920x1080 resolution) duplicated on windows in fullscreen mode caused what seemed to be resolution issues.  It's as if the viewport is made smaller but stretched to be fullscreen.  What's weird is that it impacted Windows too, so if I were to press the Windows key to pull up the start menu, the resolution would be off there too.  I saw this in my own code, as well as in commercial SFML games.  I've never experienced a problem like that in non-SFML programs.

Everything worked fine when not fullscreen.  It was also fine when set to any mode other than duplicated screens.  My video card is an Nvidia Geforce 780 TI.   

The issue for me went away with a Windows update, or at least that's what I thought at the time.  I'm not sure what else it could have been that changed.  I haven't experienced the bug since then, which is almost a year now. 

binbin, a possible work around may be to set the mode to borderless, set the window position to 0,0, and the window height and width to that of the desktop resolution.  I'm not sure if this will actually bypass the issue, but it seems likely.

11
Very cool.  I agree with Nexus.  It was very hard to figure out what was going on and what exactly you do from the trailer.  The gameplay clip made it a lot more clear.  The pirate game looks good too btw

12
SFML projects / Re: 9001
« on: January 28, 2020, 11:19:02 pm »
I recorded another video. There's still no energy attack system yet but I'm almost done with an initial version of the galaxy meta-game surrounding the combat (not shown here though). 

https://www.youtube.com/watch?v=aD3YSzht6Io&feature=youtu.be

13
SFML projects / Re: 9001
« on: January 18, 2020, 04:51:01 am »

The rendering on this is quite impressive! Are they particle systems?

Thank you!  And sorry, I somehow missed your reply here.  If all goes well the energy attack system will be giant balls of particles, but the aura-like effect that I think you're talking about probably doesn't fall under the category of a particle system?

It's made using verlet physics for the background.  You can think of it like either a giant grid where each point is connected to its neighbor to the top and to the right in a ragdoll system, or like a modified cloth simulation where I'm drawing quads between the points on the cloth.  Individual points are attracted to nearby players depending on their speed.  The quads are drawn with a slight transparency such that it creates an aura-like effect when overlapping with each other.

The terrain operates on this grid as well, where each point can either be air or terrain. Terrain points next to each other are automatically connected, forming impassable lines. Terrain points can jump from their current grid-point to a neighboring grid point if they're pushed far enough towards the new points direction.

The player graphics are using verlet physics too, they're just stick-figures reacting to forces applied depending on the players actual velocity. 

---

Right now I'm trying to figure out what I'm going to do for some of the required Steam marketing images.  There's a gallery below of possible header images to use for steam (it's that small image which appears to the right of the videos / screenshots). I guess my question is do any of these work or could they work with some tweaking, or should I do something else for this? I should add that if i decide to use one of those images i'd actually go through the effort of centering or aligning the text better

https://imgur.com/a/n6orpYa

14
SFML projects / Re: 9001
« on: December 12, 2019, 07:06:25 am »


It's very WIP right now. 

I'm playing as the guy in red fighting against the purple guy.  There are two ways to damage your opponent

1)  Melee.  When two players collide, a melee collision occurs.  The winner is whoever was moving faster in their opponents direction.  The loser gets damaged and knocked back.  It's hard to tell when this happens in the video and who wins the melee clash because it still needs graphics for it.
2)  Energy Attacks.  These are only half-implemented at the moment

There's a red circle around me which indicates how much energy I have.  The larger the circle the more energy.  When the circle is red energy is being drained, when it's green energy is being gained.  You use energy from moving, teleporting, and charging energy attacks.  You start to regain energy after a brief moment of not using energy.  If you run out of energy, you have to wait a second before it starts to recharge. 

The idea is that you want to outmaneuver your opponent to score a hit. 

I'm working on a meta-game surrounding this giving you something to fight over.  The idea is that what you're looking at would be an individual level, which would be considered an entire world.  You'd have to kill everyone on the world (roughly 4 enemies per world) in order for it to be conquered.  I'm working on a very simple mount-and-blade like galaxy view where various factions are fighting over the planets.

15
SFML projects / Re: 9001
« on: November 01, 2019, 07:04:51 pm »
I made a main menu, though once again the compression on the video doesn't do it any favors



You have to be in 1080p and fullscreen to notice it but there's a particle system simulation going on in the background that you can subtly interact with

I also took another video of me playing.  I'm going to have to do something to make this brighter, because it's way too dark in these videos.


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