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Messages - 4B

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1
SFML projects / Re: Circle Patterns
« on: August 25, 2014, 11:30:51 am »
@Geheim Sure, I've got so many different ideas that I already drew in a sketchbook. I feel a little bad for advertising this much, but check out Drawing With Code #3, there you got a different processing.

@G. You're right. Sometimes I got the impression eyes are looking at me.  ;D

2
SFML projects / Re: Circle Patterns
« on: August 25, 2014, 02:20:34 am »
[Update]
Finally I want to thank G. for his suggestion. It just looks awesome with some color.

The new result can be seen here:
https://www.youtube.com/watch?v=ZOWZKwhFbzk

I have to admit that I fell in love with generative arts so I started a series on Youtube "Drawing With Code" - If you like what you see, leave a sub for more. I'm going to upload future projects there, too.

3
SFML projects / Re: Circle Patterns
« on: August 22, 2014, 12:19:12 pm »
@Gobbles Yes I found this same issue. But it just looks disgusting if I reset this whole thing after 8th oder 9th circle-spawn. I need to get something like a freeze-function - don't know yet.

@achpile Thanks, glad you like it. =)

@G. Oh dear, finally I know how to call these things. Generative art - thanks.  ;D
Of course I already played around with color, but I feel like black&white is better than dark&light blue.

4
SFML projects / Circle Patterns
« on: August 22, 2014, 03:32:20 am »
Hi guys.

I just finished to upload a video about my latest project - Circle Patterns.
Some time ago I already presented you my Spirograph and I think the circle patterns now look even better.

Take a look at the project:
https://www.youtube.com/watch?v=B1E8NZnTHTs

5
General / Re: My timestep code isn't working, completely baffled
« on: April 15, 2014, 07:46:44 pm »
For crying out loud, can you not search? Because those ifs have absolutely nothing to do with the event loop.  ;)

Not true at all..... please learn about something before talking like you know it.  ;)

You guys are toxic as hell.

I told him how to improve his style/code. There's a reason why i splitted it from the other points, because the three others are definitly bad style. It's looking way better if keys&events are seperated from other calculations(my opinion). You can't and shouldn't flame me for what I prefer. If you don't like it, you can give your opinion and stay calm.

PLEASE read my signature.

@Insentience I'm relaxing, but you've got some serious problems and I just wanted to help.

@moderator sorry for off-topic, but his behaviour is bad.

6
General / Re: My timestep code isn't working, completely baffled
« on: April 15, 2014, 07:28:44 pm »
If it's running on a lower fps than 60 you've done something wrong in resource-handling.

Anyway.. You can still make your life easier. Just store a clock.restart() to passedTime each frame and multiply your 1.0f * passedTime .
If I still didn't unterstood what you want to know, I'm done.

7
General / Re: My timestep code isn't working, completely baffled
« on: April 15, 2014, 07:14:39 pm »
Absolutely not...

Tell me why.

8
General / Re: My timestep code isn't working, completely baffled
« on: April 15, 2014, 07:04:05 pm »
Can someone or you explain, why you need this?
With a fps-limit of 60 it's moving smoothly, too.

And you should put the if-statements for the keys into the window.pollEvent()-loop.

Style:
Why you need to define the variables global?
Why you got a capital letter for rectangle?
Why you dont set the framerate limit directly after the initialization of your window?

9
SFML projects / Re: Spirograph
« on: April 15, 2014, 04:02:10 pm »
I'm glad you like it.

@Nexus Almost. A random-number-generator defines of how many "sticks"(havn't got a better word, too) the whole arm consists. Then the program defines a specific length and anglePerSec for every stick with a random-generator, too. So the sticks don't depend on each other. The calculations are a bit harder. For every stick you need to calculate the rotation. The next arm will be connected to the first and also rotates with the specific anglePerSec-speed.

Every frame I'm drawing a line between the previous tip of the arm and the current tip of the arm. Then the program draws the line to a RenderTexture which gets displayed.


@Geheim I'm going to add a UI and I'm planning to implement screenshots so the program can fill a gallery with the screens automatically.

10
SFML projects / Spirograph
« on: April 14, 2014, 09:47:57 pm »
In the last two days I programmed a little spirograph made in C++, SFML.

For now I can't show you my code, because it's looking awful, but I made a little video of the spirograph in action. Please forgive me for the bad quality, it's my very first video and I just made it in 5 minutes.

https://www.youtube.com/watch?v=kwdgm9EVMtU


If somebody wants to see the code just tell me and I'll put it on github after refactoring.

11
Graphics / Re: Drawing all vertices of a line to a sprite
« on: April 14, 2014, 08:09:01 pm »
Of course it won't drop exactly after 2000lines on your computer, but you wanted to know if I'm sure it leads to performance issues.

Anyway - I got it, thanks.

12
Graphics / Re: Drawing all vertices of a line to a sprite
« on: April 14, 2014, 07:41:43 pm »
We're talking about 5000+ lines(I'm programming a spirograph). I already tested it with a lines-vector and the fps went down after 2000.

I'm going to try the RenderTexture thing and tell you if I got problems.

13
Graphics / Drawing all vertices of a line to a sprite
« on: April 14, 2014, 07:09:36 pm »
The subject should already tell you what I want to know.

For reasons of performance, the lines can't be stored on vectors to draw them later, so I need to draw all points of a line to a sprite.
How am I supposed to do that?

Thanks.

14
General / Re: Game Speed Consistency
« on: April 14, 2014, 03:08:29 pm »
You can store
clock.restart().asSeconds();
to a float and pass this to your bullet timer.
multiply your speed(per seconds) * the float(e.g. 0,04). So you can be sure that you move exactly speed/second.

Something else.. You don't need the end_game variable at all and you should make you window-close if-statement smaller.
you can write instead:

//1. There's no need of keyReleased
if(event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)
 window.close();
//2. The less variables you have to initialize above the while, the better people can read your code
if(bullet_collision(...))
 break;
 

15
SFML projects / Re: My little collection to short SFML Code
« on: April 11, 2014, 08:16:57 pm »
Is the license included the right way?

https://github.com/4B/FuncCollection/blob/master/SFMLib.hpp

-Added license
-Added buttons(still need to work on this)
-Added rectangle-point-collision
-Reworked descriptions

Well, I'm going to add GUI-stuff.
But if you have additional ideas, please tell me.




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