Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

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.


Messages - coolhome

Pages: [1] 2 3 4
1
Graphics / Re: PreserveOpenGLStates
« on: March 12, 2012, 08:07:32 pm »
Just out of curiosity why do you want to use SFML with XNA? I see no point in attempting to use both. It would be too painful with no benefit.

2
General discussions / New naming convention
« on: March 12, 2012, 07:56:24 pm »
And so it begins...

Massive port of everything I've done! Laurent you never cease to break my code but when you do, it's usually worth it in the long run. :lol: For that I must say thanks for providing a very neat library!

3
General / Setup issues
« on: March 12, 2012, 03:36:53 am »
Quote from: "Jove"
Try this for compiling 1.6 for VS2010.



Here is my compiled binaries for 1.6
http://coderzilla.com/libraries/SFML-1/binaries/1.6-MSVC10/SFML-1.6.zip

Hopes this saves you some time, but you really should learn how to compile other libraries.

4
General / Trying to make separate timer and rendering loops
« on: March 11, 2012, 10:00:54 pm »
Quote from: "frosty"
It would be great to get some updated & complete working examples of how the new system works for us newbies and how we can implement clocks & delta timing using the new API. Thus far I have been unable to find anything current on this topic.


The new SFML Clock / Time system is simple. Here is a topic I found on it with delta.
http://www.sfml-dev.org/forum/viewtopic.php?t=7068&sid=4ca8b34ceb82a49c0ee67ba417382da7

Also just look up the documentation! It's the best way to learn SFML 2.0 at the moment.

http://sfml-dev.org/documentation/2.0/classsf_1_1Clock.php
http://sfml-dev.org/documentation/2.0/classsf_1_1Time.php

Best of luck!

5
General / SFML 1.6 + Visual Studio Pro 2010 - Compiles, doesn't run
« on: March 03, 2012, 05:37:55 pm »
You can't mix runtimes I believe.

Solution 1:
Recompile SFML for Visual Studio 2010. However when you recompile there is a naming problem of the files that are generated.

I have already compiled them correctly. Here is a link to the zip.
http://coderzilla.com/libraries/SFML-1/binaries/1.6-MSVC10/SFML-1.6.zip

Solution 2:
Tell the Visual Studio 2010 project to use Visual Studio 2008 compiler.

Right click project -> Project Property --> Configuration Properties -> General -> Platform Toolset to v90.

6
Graphics / sf::Text Sub Rectangle
« on: February 10, 2012, 04:26:52 am »
This is what I would do or something similar.

On the update when input is triggered do something along the lines of this

Code: [Select]

//Add the character inputted

//Lets check the size of this thing now
if(someText.GetLocalBounsd().width > inputBox.width)
{
sf::String str = someText.GetString();

str.Erase(str.GetSize() -1, 1); //Remove that character that we just added.

someText.SetString(str);
}

7
General / CMake & MSVC & SFML 2 Static Issue
« on: January 31, 2012, 08:43:50 am »
Okay so I got it to work. I was using the 7417870 commit. So I just updated to 84d75ed and it worked perfectly. No idea why that would of made them DLL's. I just deleted the 7417870 folder and extracted and tried it again.. same thing. Oh well it works now so we are good  8)

8
General / CMake & MSVC & SFML 2 Static Issue
« on: January 31, 2012, 08:25:08 am »
Hello everyone!

I just noticed that I cannot compile SFML 2.0 (latest git version) as a static library. I unchecked BUILD_SHARED_LIBS and it compiles the dll's. I have tried this multiple times. Can anyone else confirm this behavior?

I'm digging into the CMake files to see if I can find the problem.

9
General / Missing Methods in SFML v2.0
« on: January 31, 2012, 07:07:09 am »
Hello welcome to SFML programming.

For GetFrameTime(), it was just removed due to the new Time api. To get the escaped time you will have to use sf::Clock & sf::Time.

Example:
Code: [Select]

//Window construction
sf::Clock clock;
sf::Time escapedTime;

while(App.IsOpen())
{
    escapedTime = clock.Restart();
    float fps = 1.f / escapedTime.AsSEconds();
}


Now for GetInput()... this one is tricky. The input has been totally remapped into sf::Keyboard, sf::Mouse, sf::Joystick. Take a look at those classes.

Best of luck.

p.s. Nexus beat me :P

10
Window / Funny Window Titles
« on: January 22, 2012, 10:29:07 am »
I have this problem too. It has something to do with Debug vs Release. Make sure you linked Debug with your Debug build. I forget the tech reason why this happens. It's nothing to worry about to my knowledge.

11
General / SDL->SFML conversion; very strange performance issues
« on: January 17, 2012, 10:00:37 am »
Okay so I changed the TOTAL_PARTICLES to 80. I think 1000 was way too much. I built it in release mode and it had no problem running at all. Is there a reason why you had the number so high?

With that number being 1000 you would be creating 875 particles per frame in the Player::show_particles() function alone! With it being 80 its only creating 70. Assuming I understood your code correctly :P

12
General / SDL->SFML conversion; very strange performance issues
« on: January 17, 2012, 08:39:06 am »
No problem. I got nothing else to do at this time.. I can't sleep lol. Anyways you can upload the visual studio project with it make my job easier on figuring out whats up with it. Are you using SFML 1.6 or 2.0?

13
General / SDL->SFML conversion; very strange performance issues
« on: January 17, 2012, 08:27:00 am »
That seems fine to me also. You got something messed up somewhere :P

Quote
Later I have discovered, that even if I don't draw the objects, don't use any SFML draw calls at all during the game loop, just have the c++ logic running, with vector.push_back loops, the frame rate drops drastically.

The Particle class is actually being copied when its being pushed back. However I don't think that is why that would drop the frames.

Can you show me your main game loop? Can you also show the World?

I'm determined to find this >.<!

p.s. If you want you could just upload all of the code lol

14
General / SDL->SFML conversion; very strange performance issues
« on: January 17, 2012, 08:01:44 am »
What version of SFML are you using? What class is 'part'? That code seems fine to me. What happens if you comment out?
Code: [Select]

part.SetPosition(x,y);
App.Draw(part);


EDIT:
Could you give the full class of Particle?

15
General / SDL->SFML conversion; very strange performance issues
« on: January 17, 2012, 07:48:10 am »
Oh wow :shock:! That is a huge difference. I'm sure its something you are doing with SFML that is very expensive. The first thing I would do to tackle this is review your code and take things out until you figure out whats the bottleneck. If you can share some of the code we can probably find the problem.

Best of luck!

Pages: [1] 2 3 4
anything