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Messages - Halsys

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1
General discussions / Re: SFML Game Jam 1 Theme Submission Thread
« on: July 24, 2013, 09:01:09 am »
Water
Electricity
1 or 2 bit colors
Low Resolution
Physics
TOO MANY PARTICLES :)

2
Graphics / Re: Maintaining background image through window.clear()
« on: June 21, 2013, 04:55:37 am »
So let me get this straight.... you are trying to have it where when you click on the screen, the sprite will get drawn so it looks like a animation. Well you could draw the sprite to a render texture and never clear that and then just draw the render texture to the screen instead.

Go ahead and try it out.

On a side note... its not just RGB window.clear supports... it can be actually RGBA.... not sure if the function will even use the alpha channel though... eh *Shrugs shoulders*

3
Graphics / Re: Textures disappearing out of existence.
« on: June 21, 2013, 04:03:00 am »
Okay, this is embarrassing... but at least its solved.
Basically my code does a check(Makes sure the actor type is not blank*) on a string inside my actor class and sometimes the string gets reset for some reason(Still unknown but I know the effect happens when a Box2D bullet hits a actor). So the texture and the way it was stored was not an issue. But that doesn't mean these new nvidia drivers escape the noose... They still need to fix my skyrim and BF3! D:

*Note to self.... Replace with enum instead!

4
Feature requests / Re: Bézier curves
« on: June 21, 2013, 03:55:13 am »
Nice Mario! The code is extremely usable and oddly enough I was too using a AS3 Example. I will try making a class for it and then add few modifications to give it more functionality. Because yours is more kind to what I wanted. Here is basically what I'm aiming for...
~Can draw sprites in place of points and you may have random rotation for it if you want.(You give the sprite)
~Can draw dots or boxes on the calculation points.(You give the shape)
~Color and opacity morphing from starting point to end point.(With different modes)
~Updates the curve geometry only when a value was modified.
~base rotation and offset.(So you can move and rotate it without doing another calculation)

Any suggestions?

5
Graphics / Re: Textures disappearing out of existence.
« on: June 20, 2013, 11:37:39 pm »
Quote
Are you by any chance storing copies of sf::Texture in a STL container or something similar?
I am... on a std::map... I use a string to reference each texture and look them up when I need them. It lets me improve performance by only loading the texture once. Does that have anything to do with the glitch? How do you suppose I fix this?

6
Graphics / Re: Textures disappearing out of existence.
« on: June 20, 2013, 07:39:48 am »
Crap its in 314.22 as well..... now what... Go back further? or debug deeper?

7
Graphics / Re: Textures disappearing out of existence.
« on: June 20, 2013, 07:16:42 am »
Just confirming everything now... The textures do disappear because of the drivers.
#0 64A3D420     ??() (C:\Windows\SysWOW64\nvoglv32.dll:??)
#1 6699772B     sf::Texture::~Texture() () (C:\PROJEC~1\PROJEC~1\bin\Debug\sfml-graphics-2.dll:??)
#2 00BDCB78     ?? () (??:??)
#3 00000017     ?? () (??:??)
#4 ??   ?? () (??:??)
 
Points to the Nvidia OpenGL 32 library that was packed with this ever so buggy driver.
So yeah... Its busted...

On a side note... what scares me to think that this some how slipped WHQL inspection and became a "Stable" driver on the Nvidia web site and since its release they have done nothing to fix this ridiculous bug.

8
Graphics / [SOLVED]Textures disappearing out of existence.
« on: June 15, 2013, 09:48:31 pm »
Can buggy drivers cause textures to disappear from existence? Ie. The "latest" WHQL Nvidia 320.18 drivers.
Because this has been a thing only for my windows builds.
Second thing.... does SFML have any code that I can put a break point on to figure out this problem?
(Like if the texture is drawing without a texture or if a texture became corrupt?)

Because asking all this is easier than just saying that my textures are disappearing and blaming it on SFML for something I'm not entirely sure how it could do it.

Any help would be great!

9
Feature requests / Re: Bézier curves
« on: June 09, 2013, 11:16:25 am »
Quote
Bezier curves are outside the scope of SFML. But Stroke or Zoost and Zoom may help you.
Both Stroke,Zoost, and zoom are either out dated or totally evaporated due to the jump to SFML 2.0 and/or MegaUpload was taken down a long time ago. :|

Quote
Sometimes it is. Such a feature (wich could really be "a SVG module for SFML") is too big and I can't start it. If you come up with a good implementation, and most important a very good design, it might work ;)
Time to whip out my math skills and a good open source graphics editor(Gimp most likely) for reference!
It might take awhile so I will probably make a prototype and and build on it... then work my way up to making a commit towards SFML.Wish me luck!  ;D

10
Feature requests / Re: Bézier curves
« on: June 09, 2013, 10:45:07 am »

I thought that would work.... Well what if I made a commit on github? Maybe then?

11
Feature requests / Bézier curves
« on: June 09, 2013, 09:13:40 am »
Wiki:http://en.wikipedia.org/wiki/B%C3%A9zier_curve

Not quite sure how hard it would be to set this up in something like SFML but I could definitely use/need it! I want to use it for in-game wires and some minor details like wind or Stink lines(like in cartoons). Maybe even tough geometry where if I did it in something like gimp it would seem too pixelated or pregenerated.

I was also thinking it could also be adapted to improve the text code, so the lines on it would look less blurred and more smooth and sharp! Now there is nothing wrong with straight lines... I just really need those awesome curvy lines!
Who's with me for this?

12
Feature requests / Re: sfml for ps4
« on: May 05, 2013, 07:42:05 pm »
Kinda hard/impossible to adapt open source libraries to work on Proprietary hardware like a PS4 even if its of the same architecture.... Consoles will always be proprietary somewhere along the lines of its creation.
If the PS4 was okay about releasing its dev kit to the public for free we would have more games, and libraries available.... think Android/IOS.... Now if this was true and OpenGL,OpenAL and all those libraries that SFML uses was available for the PS4. There would be a SFML fork somewhere... Why a fork because PS4 is proprietary. Stuff like Renderwindows would need to be reworked for the likes of another platform. Same might need to fly to get a Xbox or Wii to use SFML... both of which are proprietary and none of those libraries I mentioned are available. Now if you want something... I think SDL has a build file or something to get SDL working on the PS3.... No doubt for Home brewed games only and you might need to break a couple of a US/int laws just to get it working... wouldn't able to sell on PSN.... Still love consoles? Ya no... I wouldn't touch that with a stick.... a long one.

If you want your game for all platforms, use a engine... like Unity or the Unreal Engine. That way you can still make the game. And then later on, down the road you can buy a nice license($1500-or more) to get the game on other platforms.

13
General discussions / Re: What physics engine to use?
« on: April 13, 2013, 02:04:23 am »
Quote
Except it's commercial, incredibly overpowered for anything 2D, and known for having some pretty bad bugs.

Ah, but it usually makes games a lot more popular, just look at Skyrim/Fallout 3 and Half life 2.
You wouldn't be able to enjoy those games the same way without it... Glitched physics engines are more fun than the average run of the mill engine. And to say you cant use a 3D physics engine on a 2D game is kinda dumb as well... just don't use the Z axis... better yet... use it to your advantage(Think Little big planet and how they switch layers). If I had the money and time I would totally use Havok over Box2D just for my 2D platformer, because I can. Also if the game is good and you have made lots of money off it you can flop to 3D, making Havok better taken advantage of. Doing different things on your games makes it unique and more fun.

I hope I made some sense.

14
General discussions / Re: SFML + Box2D
« on: April 11, 2013, 07:54:47 am »
kkrice asked me to make a simple Demo with with Box2D and SFML to demonstrate how it works.
So I thought it would be nice to dump the code here so everyone can see it to figure out how to use SFML and Box2D together or they need a head start for a awesome platformer game. I even added a couple extras based off my game, I want to leave some credit to iforce2D, Some code is based on some of his, Which I take no credit for. Its 471 lines of code and you need SFML 2.0 and The latest build of Box2D(2.2.1). You can open the debug drawing "Feature" with F3 so you can see how accurate it is or how wonderful my coding is. Also the DebugDraw is a modified version of the Test bed's Debug Draw from Box2D.

Its a extremely simple platformer with 3 tiles and 1 player. Your free to make it part of your game, I don't care what you do with it as long as you leave some credit for me and the people whose code is in there.

https://legacy.sfmluploads.org/file/175

Its a Code blocks project with one cpp file and I may have included SFML dll's, I'm sorry about the extra downloaded junk... I kinda rushed it. Weird thing is I had the bright notion to remove the obj folder but not the DLL's... So again... sorry, my bad.

Anyway, Enjoy the code.

15
Graphics / Re: SFML 2.0 - Multiple Shoots
« on: April 10, 2013, 10:51:38 am »
You could make a base class and make more classes for the fireball and the player.
Then make sure you have somewhere in the loop to go through all the actors that aren't NULL.
And what I meant by that is, I make all my classes derived from said actor and they all use polymorphism on a Vector or an array of pointers depending on the size of the project or what I am doing. And the base class(Actor) has three base functions:
~Initialization
~Update
~Draw
All those functions not implemented on the base class, but on each class I derived it from, I implemented them. So when I run the loop it Updates and Draws all the Actors, but when I load them they run Init.
Most likely on level load.
Hope it helps.

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