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Messages - RixCoder

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1
SFML projects / Short n Sweet 2D Space Shooter Action
« on: February 20, 2010, 08:43:22 pm »
Suprised im still getting sporadic emails asking for the source!

I've said this before since looking at the code it was a few people's first time doing a game in c++ so its not pretty. I was making people email me as a cheap way of tracking how many people were interested in the source. Its been quite some time so figure I don't need to care too much about that!

Heres a link to the installer/source as well as a bonus game I made at the ggj which won best overall at the NYU location in NYC! Nothing like a good shameless self-plug!

http://www.rixcode.com/Completed/

 main post also updated to include link to source. Enjoy!

2
Graphics / Draw Depth
« on: November 11, 2009, 05:35:45 am »
i wrote a simple render system that i sent objects to with a z value that it would sort before rendering.

SFML as far as i know has no built in method of doing it in the window draw function.

3
SFML projects / My small shmup
« on: November 11, 2009, 12:13:23 am »
You should check out the game I worked on posted here called project jumpstart =) I have the source for it too if ya wanna take a look at it. Though some of it is a bit sloppy.

4
Graphics / Use of SOIL and SFML
« on: September 26, 2009, 06:20:22 pm »
<3 <3 <3

5
Graphics / Use of SOIL and SFML
« on: September 26, 2009, 08:11:42 am »
I want to experiment with a point sprite particle engine. Since I can't really define such behavior for sfml sprite objects, which is fine, I figured I would just find an easy image loading library and just do things manually easy enough.
So I found SOIL. Sweet. Figure i'll use sfml for the render window setup and just write everything else manually through openGL calls using SOIL to load my images.

Well, SFML uses SOIL inside of it ( didn't know that before ) so if I try to include soil.h with it's library linked in the project, I get linker errors for it already being defined.
So I remove the header and linked library thinking "ok, sfml already has this included inside it for me ". But,  if I try to use the example functions from soil's tutorial to load an image it doesn't recognize any of them.

So basically am I stuck now? Its seems trying to include soil manually into the project causes linker errors, and without including it, the project doesn't recognize functions that it should from the soil library.

Im using SFML 1.5 ( static libraries )

E: Is it at all possible to use sf::image and bind that manually for use within a point sprite system?

6
Graphics / Set my own blendfunc on a sprite object
« on: September 21, 2009, 11:51:12 pm »
I understand where you're coming from, I know you got plenty more experience than I do when it comes to this whole thing in general.

I just want to be able to have a flexible use of what you offer beyond the simple interface of it. You can appeal to beginners and allow other functionality ( like overriding the render function of sf::sprite ) to be there if needed to go beyond the simple face of the program. I don't think thats breaking your design at all since a beginner wouldn't do that.

Shouldn't it be able to appeal to both newcomers on the surface but still have flexibility to those wanting to do more with it under the surface?

Once again I love what you have done so far, it has made the transition of game programming much easier for the people I work with. But it hurts to see that I now see a wall of what I can do with it rather than expand.

7
Graphics / Set my own blendfunc on a sprite object
« on: September 21, 2009, 09:06:02 pm »
wouldn't it be as simple as adding an additional enum to the blend mode options?

I don't see the reason to punish the user into using only pre-defined methods, especially if you want to produce fancier effects.

I just want to make it clear, sfml is an amazing tool to use. This has been probably the only issue I've run into so far. But what I don't understand is why you would remove the only solution I have ( in the scope of using your libraries ) to my problem and than tell me tough luck? Seems kind of a cold thing to do to someone whos been helping push the use of your library.

8
Graphics / Set my own blendfunc on a sprite object
« on: September 21, 2009, 08:56:18 pm »
Quote from: "Laurent"
Quote
glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA);

Ok so that's a multiply, but why are you adding dest_color * src_alpha to it?
Is it something like using a white texture with variable alpha, to amplify the current color (that's the only usage I found when searching for this combination of modes)?


Yeah thats exactly what I used it for, I took a gradiant textture and overlayed it with that blend mode to make a lighting effect.

(seen here in latest test bed app)
http://img142.imageshack.us/img142/3466/2dshadows.png

Quote

Ok, but keep in mind that it may not work anymore in a future release of SFML ;)


Well, I'm fine with that if theres some way to support custom alphafunc/blendfunc calls on loaded sprite objects. Whats the reason to not allow this?

9
SFML projects / Short n Sweet 2D Space Shooter Action
« on: September 21, 2009, 08:05:54 pm »
The game was built using only sfml 1.5, havn't gone beyond that yet. The game has been wierd on vista, running on some people's machines but failing on others.

Maybe it has to do with the game needing to be built for vista64 and vista32 independently from xp?

10
SFML projects / Short n Sweet 2D Space Shooter Action
« on: September 21, 2009, 01:21:26 am »
email me: stefan@rixcode.com

11
Graphics / Set my own blendfunc on a sprite object
« on: September 20, 2009, 07:44:11 pm »
Oh and the blendfunc i wanted to set was

glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA);

Edit:

I just overloaded sprite's render and setup the blendfunc there, im sure im probably taking some penalty for state switching with that but im too lazy to go a more optimal route =p

12
SFML projects / Vector Math Library
« on: September 20, 2009, 03:35:33 am »
Yeah I can definitely see your point, if not even from the slight optimization route, the better simplicity of use is nice enough.

I think I covered everything you put up there, any other changes let me know but that should cover just about everything. Sorry for lashin out, its just that I've been reading a few posts on the sfml boards where people are acting snobby/rude/general a-hole'ish when its totally un-needed in a forum where people are supposed to be helping eachother out.

But you did help me out and I learned from it so all good in my book ;) Thanks again

13
Graphics / Set my own blendfunc on a sprite object
« on: September 19, 2009, 11:33:20 pm »
Well that wraps things up than!

14
SFML projects / Vector Math Library
« on: September 19, 2009, 11:28:29 pm »
Nexus, I appreciate the feedback and the help tidying up the header but relax on the hostility in your criticism. Maybe im just reading this the wrong way but im just trying to help people out here. I'm not pretending to be some kind of guru here I only started programming period about 2 years ago. I'm just trying to contribute something to SFML if I can since its being given to us for free.

Also the reason why I believed passing by reference was faster was due to my assumption that a reference would be passed as a pointer is ( 4 byte object ). I'm apparently wrong and I appreciate it being pointed out.

The changes are all in now, including a fix to the 2d cross product that was offbase.

15
SFML projects / Vector Math Library
« on: September 19, 2009, 09:46:16 pm »
ok all changes should be in except for :

You are inconsistent with return values. Some functions return the result, others store it in their third parameter (like Cross()). I would unify that.

I have cross take a reference to a result to skip out on the whole copy process of passing by value.

Other than that I think everything else was taken care of. Original post updated to reflect changes.

Anything else let me know

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