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Messages - Zinlibs

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1
SFML projects / Re: Zoost & Zoom : Geometry, animations and graphics
« on: August 06, 2012, 01:55:53 am »
For now, I'm busy with a home-made game engine, but I think I could work on a stroke system in a couple of week.

2
SFML projects / Re: Zoost & Zoom : Geometry, animations and graphics
« on: August 05, 2012, 09:13:48 pm »
Yes, It is planned.

3
SFML projects / Re: Zoost & Zoom : Geometry, animations and graphics
« on: July 13, 2012, 12:57:41 am »
Thanks ! You can thank Gregouar for the code, I just adapted it to make it compatible with Zoom.  :P

4
SFML projects / Re: Zoost & Zoom : Geometry, animations and graphics
« on: July 11, 2012, 08:21:38 pm »
I will answer to your MP here, that's better for everyone. In fact, you are trying to compile with nmake, the Visual Studio's compiler, that unfortunately doesn't support the flags used in the CMakelists. Even if you remove them, and Nexus said it before, VS don't support the std::initializer_list of C++11. So, the only solution for now is to compile Zoost & Zoom using the GCC compiler.

5
SFML projects / Re: Zoost & Zoom : Geometry, animations and graphics
« on: July 07, 2012, 06:14:55 pm »
Hello,

I've a good new : I've just finished to include the 2.5D Gregouar's light engine in Zoom ! Of course, this is just a first try, and I will do my possible to simplify that (the main is too much complicated) with a new class (like my LightEngine class) and maintain everything synchronized with the Gregouar's job.

See ya for new infos !  :)

PS : Wiki documentation added.

6
SFML wiki / Re: [Wiki] How to change your cursor
« on: June 21, 2012, 10:36:39 pm »
Thanks for the tuto, very helpful !

7
SFML projects / Re: Zoost & Zoom : Geometry, animations and graphics
« on: June 09, 2012, 08:26:35 pm »
Hey,

Here is the list of the newest changes I made :

Zoost :

- Missing comments of the function declarations added
- Functions of angle conversion added (radian / degrees)
- onTransformUpdated method added to the Geom::Observer class

Zoom :

- sf::VertexArray are now the only drawables used for the rendering
- The rendering is now saved, that implies it is not created again each time the Draw function is called
- Simplification and improvement of the examples

Zoom is now faster according to the Vertex Arrays exclusive use and the rendering updated only when necessary.
The big next update will be the sf::Transform use in the Draw method to only draw from the locals coordinates. That should highly increase the performances.
Edit : Done !

I don't talk as much about the light engine, because it remains a very annoying bug (when the light is rotated in fact) and I couldn't find the solution up to now.

8
SFML projects / Re: [RELEASED] SFMLUploads.Org
« on: June 08, 2012, 05:16:37 pm »
Thank you Haikarainen !  :D

9
Big update, with many bugs corrected and a new feature : Shapes are now automatically updated when their geometries are modified. I.e. a color property is created in the Shape when a vertex is added to the Geom, and removed from the Geom when erased from the Geom. Default properties are used at creation, but you can easily custom each one at any moment. That allows to you to create very custom shapes and maintains them up-to-date according to the matching Geom.

10
Quote
Looks interesting, but unfortunately it works only on g++. You use C++11 initializer lists which are not supported by Visual Studio, and also the compiler flags -Wfatal-errors -std=c++0x are specific to g++.

Thank you Nexus for your interest. Ofc, I will add a condition in the cmakelists to support VS flags.
But what about the last release of VS and the C++11 integration ?

11
Quote
I know other libraries like that but the problem is that they use their own vector types.
It wouldn't be a problem if the code wasn't relying on this type instead of working in a more generic way, assuming only basics about the vector type ( aka a template library ).

An SFML-specific library would be simpler though, that's why I ask here.

The SFML has good tools, but too basic for a geometric lib such Zoost. Indeed, like its name suggests, SFML graphic module is just designed for graphics when Zoost can be used in order to compute collisions i.e, that requires a better precision than simply graphics.

Quote
That being said, wouldn't the licence allow you to just take the code from zoost/zoom and change it to adapt to SFML types?

Of course you can reuse the code and adapt it to your needs, but according to the licence you just should quote the author of the original lib.

Quote
Otherwise the "best" way would be to make zoost/zoom a meta library. That would need some work...

In a first time, Zoost was a meta lib using templates, but It was too complicated to handle... so I had to simplify it.  :(

The other solution would be to add an automatic caster between both vector types, It would be easy to do, but It will add one extra dependency to Zoost (SFML-system).

12
SFML projects / Zoost & Zoom : Geometry, animations and graphics
« on: May 24, 2012, 02:58:22 pm »
Hello people !  :)

Today I present to you both libraries those I'm working for several times and I'm proud to share to the community. My philosophy is to totally make the difference between the geometric aspect to the graphical rendering one, or any potential other use (such a physic engine, that I'm programming according to the fisrt lib, by the way) :  ;D

The first one is called Zoost and allows you to create some geometric objects as simply it can be, and to give them the abbility to interact each other (totally appart from the SFML).
From segments to triangles, without forgetting curves (including Bezier ones) and concav polygons, you just are spoiled for choice (and I will add others soon).
You can of course create your own customized geometries according to a low and high level system at the same time.  ;D

The second one is Zoom (based on SFML 2.0 RC) which focus on the animation aspect and the graphical one, allowing you to use a geometry from Zoost and to animate it in the way you want. But it's not all the things, because you will be able to render and display the geometries and totally custom the rendering (size of each points, segment's color, filling of the shapes, etc...). Finally, the libs includes an engine of light rendering, based on the great Gregouar's work, all cleaned for the occasion. In a not so far away future, I will add the handling of the just new way to render the 2.5D shadows (by the same author) ! I'm very impatient for that...  :P

Example of creation of a concav polygon and its rendering :

Code: [Select]
Geom geom = Geom::polygon({{0, 0}, {25, 100}, {40, 100}, {40, 0}, {100, 0}, {100, 100}, {120, 100}, {120, 0}, {180, 0}, {180, 100}, {200, 100}, {200, 0}, {260, 0}, {260, 100}, {275, 100}, {300, 0}, {300, 120}, {240, 120}, {240, 20}, {220, 20}, {220, 120}, {160, 120}, {160, 20}, {140, 20}, {140, 120}, {80, 120}, {80, 20}, {60, 20}, {60, 120}, {0, 120}});
geom.setPosition(130, 200);
geom.scale(1.5, 1.5);

Shape shape(geom);
shape.setFaceColor(Color::SpringGreen);
shape.setLiaisonColor(Color::DarkGreen);
shape.setLiaisonWidth(3);

target.draw(shape);

Example of animation of an object with a curve and a kinetic :

Code: [Select]
Curve curve = Curve::bezier({767, 410, 1000, 900, 1000, 30, 500, 30, 1, 30, 50, 560, 169, 410}) + Curve({169, 410, 228, 321, 386, 571, 553, 261, 421, 218, 575, 464, 767, 410});
curve.setOrigin(500, 370);

Kinetic kinetic(curve, 400, 0, true); // 400 is the speed of the curse over the curve each, 0 means that it is starting at the begining (always inferior or equal to 1) and true that the kinetic is looping on itself.

// Main loop :

Vector2d coords = curve.convertToGlobal(kinetic.update(clock.restart())); // New point of curve tracking.
myShape.setPosition(coords);

That's it ! Both libraries are not fully complete, but bringed to be quickly improved (because I need them in my future projects). I'll tell you up to date and I'll answer here for all your questions and suggestions !  ::)

https://github.com/Zinlibs/Zoost
https://github.com/Zinlibs/Zoom

Thank you (and sorry for my poor english, I'm French, you know...  :-X) !

13
My libs Zoost and Zoom are able to do everything you are talking about.
Zoost allows you to use geometrics objects, including Bezier curves, and they can be animated and visualized using the Zoom library (Kinetic class).

EDIT : http://en.sfml-dev.org/forums/index.php?topic=8026.0

14
Graphics / sf::Sprite -> function
« on: February 08, 2012, 04:40:27 pm »
hello !

yes of course :
Code: [Select]

int main()
{
  sf:Sprite ship(Image);
  function(&ship);
  App.Draw(ship);

  return 0;
}

void function(sf::Sprite *ship)
{
   .... // calculate something...
   ship->SetRotation(mov.angactual);
}


but this is better with a reference :
Code: [Select]

int main()
{
  sf:Sprite ship(Image);
  function(ship);
  App.Draw(ship);

  return 0;
}

void function(sf::Sprite &ship)
{
   .... // calculate something...
   ship.SetRotation(mov.angactual);
}

15
SFML projects / Heralds of Alaegis (dota 2d multiplayers)
« on: February 08, 2012, 02:25:29 pm »
Hello !

Since the last time, I have improved a lot the GUI, in particular the game menu which allows to easily control the client (set the resolution, choose the game server, etc...) and to send important request to the server (loggin, character choice, side, etc...).
Still no designer, so I make almost everything alone...  :D

See by yourself :


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