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Messages - Gleade

Pages: [1] 2 3 4
1
This is a very interesting post indeed, you've not really sold me on this product I must admit:
  • "Poor man's steam" - Steam is free already & you can add all non-steam games to your library?
  • It probably won't be anything useful.
  • It's very slow, be patient with it.
  • It might crash a lot.

I am very suspect with this, has anyone else tried this? the fact that you download an executable directly from what appears to be a sketchy download site accompanied by an equally sketchy "installation" instruction set (e.g: downloading an executable file with a miscellaneous extension that must be changed back to ".exe").

Have you tried zipping it?

2
DotNet / Re: SFML.net 2.5 dll's? Where do I get them?
« on: March 26, 2019, 07:18:49 am »
No, you don't. With the latest NuGet package, we have created a CSFML package that the SFML.NET package depends on.

Side note: I thought Eldalote was reffering to SFML .NET 2.4. Might have had something to do with his modification to his original post.

So, apparently I've missed some tutorial on setting a new project up or something. Am I blind, or isn't there one?

There isn't much outside of the github repo.

3
DotNet / Re: SFML.net 2.5 dll's? Where do I get them?
« on: March 25, 2019, 04:37:21 am »
You need to download the C binaries for SFML 2.4 and place them in the same folder as the .NET libraries (where your *.exe is located in the bin directory).

4
So, what's the problem here exactly? When would a user be exiting the application while simultaneously dragging the applications window?

Anyway, window events are "paused" until the window is released (as you have noticed).

Off-topic Note: I'd recommend creating a simple title for threads, and actually asking the question in the thread itself.

5
Graphics / Re: Moving sprite using certain path
« on: November 26, 2018, 07:36:36 am »
Who said anything about a while loop?


For example:
Say you are at A and your goal is B. Each game loop update, you would step towards B and then check if you are at B. Once you are at B, your goal is now C. Repeat.

What you are after is an array of points that you want the "sprite" to move towards (this would represent a path). Your array of points would contain B and C (A is obviously your starting point). You would iterate through each of the points in the array upon reaching the current point in the index (starting at 0).

6
Feature requests / Re: drawArc
« on: November 14, 2018, 07:15:19 am »
I think using vertex array for arc it's the same to using vertex array for circle.

Why stop there?
https://sciencestruck.com/list-of-different-types-of-geometric-shapes-with-pictures

7
DotNet / Re: Semi-random crashes when creating Textures
« on: November 13, 2018, 06:25:52 am »
I personally have not seen this exception while using SFML before.

Are you able to provide a complete and minimal example that reproduces the issue?

Edit: Possibly related to https://en.sfml-dev.org/forums/index.php?topic=24449.0 what are your texture file types?

8
SFML development / Re: C++ standards
« on: October 15, 2018, 01:48:48 am »
- take latest versions supported by the main compilers you work with, only considering their very latest version. You're talking about future so it's not the time to even consider non-latest compilers. And deduce standard C++ you case use from that
- don't ask yourself if you need latest usable standard, just use it, you don't want to spend again time to decide whether standard should be upgraded if you could have done it 3 years earlier for the same price
I'm not sure if this is directed generally at everyone participating in the discussion or directed at SFML's development. SFML isn't just a tool we use. There's no company or one entity behind SFML that would define what is required or not, instead we're dependent on the community and there are some who would be left behind if we just ignored C++ standards.

Sure, the argument can also be made the other way around, that not moving forward with the standard just means we're push other people away. But if that's the case, then that's their decision. Everyone can use SFML, whether you use a new standard or not, it's up to you to decide if it's a game breaker that the library doesn't use modern C++ internally. Where as if we just picked C++17, because I'm using it right now, many won't even be able to compile SFML anymore and it would not be their decision.

If you're just a consumer of libraries and C++ in order to build end user applications, then sure, just go with it, as long as your team/business allows it, but once you write code for others, you can't just ignore their requirements.

I'm quoting this entire post to give my post context.

Where as if we just picked C++17, because I'm using it right now, many won't even be able to compile SFML anymore and it would not be their decision.

Who is "many"? Have there been surveys to reflect who is using what standard/compiler? I'd be curious to know how many users of SFML are using legacy hardware/compilers.
Also; wouldn't using a compiler not up-to-date be a choice in the 99% of cases?

I think a decision shouldn't be based on assumptions.


But in our case, we really need to modernize the code base. The main advantage is easier maintenance, and consistency with new code (which will be written using modern C++). Writing unit tests first (which is what we're doing) will help there, to ensure no regression while rewriting the code.

This to me is the perfect answer.

9
DotNet / Re: Text render issue
« on: October 13, 2018, 01:21:12 am »
Thanks for that FRex, that looks to be the case. For a work-around, I can confirm that you can use streams instead (FileStream / MemoryStream).


10
DotNet / Re: Text render issue
« on: October 12, 2018, 02:45:15 pm »
Interestingly enough, if I just load from local file into a byte array, I get the same result. You can clearly see the scope in this example.

Code: [Select]
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SFML;
using SFML.Graphics;

namespace MInimalExample
{
    class Program
    {
            static void Main(string[] args)
            {
                Console.WriteLine("Press ESC key to close window");
                var window = new SimpleWindow();
                window.Run();

                Console.WriteLine("All done");
            }

    }

    class SimpleWindow
    {
        public void Run()
        {
            byte[] bytes = System.IO.File.ReadAllBytes("FLAPHEAD.TTF");
            Font font = new Font(bytes);

            Text text = new Text("Hello, World", font);

            var mode = new SFML.Window.VideoMode(800, 600);
            var window = new SFML.Graphics.RenderWindow(mode, "SFML works!");
            window.Closed += Window_Closed;


            // Start the game loop
            while (window.IsOpen)
            {
                window.Clear();
                // Process events
                window.DispatchEvents();

                text.DisplayedString = $"Hi {DateTime.Now}";

                window.Draw(text);

                // Finally, display the rendered frame on screen
                window.Display();
            }
        }

        private void Window_Closed(object sender, EventArgs e)
        {
            var window = (SFML.Window.Window)sender;
                window.Close();
        }

    }
}


11
DotNet / Re: Text render issue
« on: October 12, 2018, 12:13:14 pm »
I think I found the problem, I'm loading the font from a resource (as byte data). The problem does not occur if I load the font from a local file. Also note: It only appears to occur if the text is changing.

Code below that reproduces my bug:

Code: [Select]
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SFML;
using SFML.Graphics;

namespace MInimalExample
{
    class Program
    {
            static void Main(string[] args)
            {
                Console.WriteLine("Press ESC key to close window");
                var window = new SimpleWindow();
                window.Run();

                Console.WriteLine("All done");
            }

    }

    class SimpleWindow
    {
        public void Run()
        {
            Font font = new Font(Properties.Resources.FLAPHEAD);

            Text text = new Text("Hello, World", font);

            var mode = new SFML.Window.VideoMode(800, 600);
            var window = new SFML.Graphics.RenderWindow(mode, "SFML works!");
            window.Closed += Window_Closed;


            // Start the game loop
            while (window.IsOpen)
            {
                window.Clear();
                // Process events
                window.DispatchEvents();

                text.DisplayedString = $"Hi {DateTime.Now}";

                window.Draw(text);

                // Finally, display the rendered frame on screen
                window.Display();
            }
        }

        private void Window_Closed(object sender, EventArgs e)
        {
            var window = (SFML.Window.Window)sender;
                window.Close();
        }

    }
}


12
DotNet / Re: Text render issue
« on: October 11, 2018, 11:24:05 pm »
Hello,

Thank you for your interest. Ive created an engine and it wraps alot of sfml's functionality. I'm at work at the moment, but I'll happily try and recreate what I'm doing in my engine in a complete minimal example afterwards.

13
DotNet / Text render issue
« on: October 11, 2018, 02:45:28 am »
Hi,

Version: .NET 2.4

I'm trying to simply draw text and I'm wondering if anyone else is experiencing this issue. The issue is that the text isn't displaying correctly, it's missing characters and has strange gaps in between characters.
What is interesting is I'm getting similar but different results per-run of my application. I have not attempted to replicate the problem, but I will if no one else has or is experiencing this issue.

Trying to draw "Loading: 100%"
Run 1 (Notice the huge gap):

Run 2 (Notice the missing "1"):


Trying to draw "Hello, World" (Not sure what's going on here):

14
DotNet / Re: Error loading images/textures
« on: October 08, 2018, 06:43:43 am »
To clarify, you were able to load the exact same image using System.Drawing but not SFML?

15
Graphics / Re: Delete sprite from vector
« on: September 14, 2018, 02:09:24 am »
eXpl0it3r told you what you're doing wrong:

Quote
If you erase an element from a vector you're iterating over, you need to account for that.

Perhaps:
Code: [Select]
i = pociski.erase(i);

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anything