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Messages - digimikeh

Pages: [1] 2
1
Hello!

i could not build with static linking... but built correctly with dynamic linking libraries.

the only thing i know is that static linking packages libraries into the executable file, so it is bigger than the size of dynamicaly packaged file..  i don´t know if there is another difference in runtime maybe..

Dynamic linking compiles fine, since docs talks about static linking only i do this question, can i go for dynamic linking fo my final shipping project?

Thanks.

2
yes, that solved my problem!..

i was wondering why the book does not mention this function... may i need to figure it out ..

thanks !

3
Hello

I'm following the "SFML Game Development" book from Packt, in its example it creates a scenenode class that inherits from sf::Drawable.. that's good, as I understand it serves to draw my scenenode as simply typing

myRenderWindow.draw(mySceneNode);

it has so much sense..!

but then, there is a spritenode class that inherits from scenenode class... but spritenode has a sf::Sprite property..

when i try to draw mySpriteNode object, the build is success.. but nothing shows on the screen...
but when i draw mySpriteNode.m_sprite (assuming m_sprite is public), then the sprite shows on the screen...

is this the expected behaviour ?...

4
General / understand sf::Time
« on: April 11, 2021, 02:07:12 am »
Hi!

does sf::Time stores an static point of time from clock or it is constantly taking the time from clock?...

example:

sf::Clock clk;
//do some things
sf::Time t0 = clk.getElapsedTime();             //N0
//... do some other things that take a while
std::cout << t0.asSeconds();                       //N1
 


N0: lets suppose here the time is 0.002

N1: does t0 is the same time point as before or it will print a later value?.. for instance 0.01

Oh yeah!!.. i have tried it on my own... but stdout prints an e+10 very large number...
Thanks

5
General / Re: deltatime is 0 on my faster computer
« on: April 11, 2021, 01:53:18 am »
Thanks!

6
General / Re: deltatime is 0 on my faster computer
« on: April 08, 2021, 02:38:16 am »
Thanks both, nice point about 1000000 and 1000 difference!
i just wanted to use standard library just as a practical thing... but i agreed about using sf::Clock  instead..

thanks again

7
General / deltatime is 0 on my faster computer
« on: April 04, 2021, 09:06:05 pm »
Hi!

I have a Windows (12 cores) machine and a Linux (1st gen i5 dual core) machine...
on windows my tick's deltatime tooks 0.0s, on Linux it tooks 0.045s

when i want to move a sprite i calculate the current position * speed * deltatime,... but deltatime on Windows is 0 (i don't know may be is really so fast in make inbetween operations...) the result is on Windows there is no movement at all..

This is my code:


void juego::tick(){
        while (rw.isOpen()){
                if (escena_actual){
                        std::clock_t clk = std::clock();    //clock starts (time is 0.0f)
                        rw.clear(sf::Color::White);

                        if (!escena_actual->hasFinished){
                                sf::Event e;
                                escena_actual->gameplay(e, dt(clk));  //n1

                                if (cortina->current_state == fader::eEstado::cerrada)
                                        cortina->abrir(rw, dt(clk));   
                               
                        } else {
                                cortina->cerrar(rw, dt(clk));
                                if (cortina->current_state == fader::eEstado::cerrada)
                                        cargar_escena();
                        }      

                        for (basic_actor*& a : escena_actual->get_vbasic_actors())
                                rw.draw(a->get_spr());

                        rw.draw(cortina->get_spr());
                        rw.display();
                }
        }      
}
 

n1 : the dt(clk) is a function that returns a const float which it is deltatime that is located on juego.h

inline const float dt(std::clock_t& _clk) {
        //current second - second passed by argument
        //on Windows this is 0, on Linux it is 0.045
        return (std::clock() - _clk) / (float) CLOCKS_PER_SEC;
}
 

Then to move my sprites:
//_dt is a reference for returned dt(clk), as on windows is 0 then there is no movement.
clouds->get_spr().move(C_CLOUD_SPEED * _dt, 0);
 

May i'm calculating deltatime incorrectly ?
Windows compiler is msvc 2017 32bits
Linux compiler is GCC 64bits


8
General / Re: compilation with msvc 2017
« on: March 20, 2021, 05:23:53 pm »
thanks for your help... i will try manually copying these files and see what happens..

9
General / Re: compilation with msvc 2017
« on: March 20, 2021, 05:07:39 pm »
Thanks for answering

these are the step i use to compile:

> qmake MyGame.pro -spec win32-msvc "CONFIG+=debug"
> jom -f Makefile qmake_all
> jom -j4


my game is based on qt environment, qt has msvc and ming environment setups...
i execute setting for msvc 2019...

May I need to use nmake rather than jom?

10
General / compilation with msvc 2017
« on: March 20, 2021, 04:31:40 pm »
Hi...

i'm trying to compile using msvc 2019 32 bits... compiling process is fine i guess... but when i execute my exe file there are some missing files:

libgcc_s_dw2-1.dll
libstdc++6.dll


where need to copy from to?
thanks!

11
General / Manually compiling from CMD... [Windows]
« on: February 14, 2021, 05:28:16 pm »
SOLVED! Please remove.


Hi!..

I want to use VIM and need to manually compile, i have downloaded GCC 7.3.0 MinGW (DW2) - 32-bit - 2.5.1 version, but i get some errors while compiling an example:

Code: [Select]
C:\Users\simicarli\Dropbox\U7\Games\Elevatorman>"..\..\Otros\Plantillas\G_SFML_Plantilla\mingw32\bin\mingw32-make.exe" -j4
C:/Users/simicarli/Dropbox/U7/Otros/Plantillas/G_SFML_Plantilla/mingw32/bin/mingw32-make -f Makefile.Release
mingw32-make[1]: Entering directory 'C:/Users/simicarli/Dropbox/U7/Games/Elevatorman'
g++ -Wl,-s -Wl,-subsystem,console -mthreads -o release\Elevatorman.exe release/main.o  -Lsfml\win\lib -Lsfml\win\bin
release/main.o:main.cpp:(.text.unlikely+0x28): undefined reference to `_imp___ZTVN2sf11CircleShapeE'
release/main.o:main.cpp:(.text.unlikely+0x46): undefined reference to `_imp___ZN2sf5ShapeD2Ev'
release/main.o:main.cpp:(.text.unlikely+0x52): undefined reference to `_imp___ZN2sf12RenderWindowD1Ev'
release/main.o:main.cpp:(.text.startup+0x81): undefined reference to `_imp___ZN2sf6StringC1EPKcRKSt6locale'
release/main.o:main.cpp:(.text.startup+0xa9): undefined reference to `_imp___ZN2sf9VideoModeC1Ejjj'
release/main.o:main.cpp:(.text.startup+0xeb): undefined reference to `_imp___ZN2sf12RenderWindowC1ENS_9VideoModeERKNS_6StringEjRKNS_15ContextSettingsE'
release/main.o:main.cpp:(.text.startup+0x128): undefined reference to `_imp___ZN2sf11CircleShapeC1Efj'
release/main.o:main.cpp:(.text.startup+0x12d): undefined reference to `_imp___ZN2sf5Color5GreenE'
release/main.o:main.cpp:(.text.startup+0x13f): undefined reference to `_imp___ZN2sf5Shape12setFillColorERKNS_5ColorE'
release/main.o:main.cpp:(.text.startup+0x158): undefined reference to `_imp___ZNK2sf6Window6isOpenEv'
release/main.o:main.cpp:(.text.startup+0x166): undefined reference to `_imp___ZN2sf6Window9pollEventERNS_5EventE'
release/main.o:main.cpp:(.text.startup+0x1b3): undefined reference to `_imp___ZN2sf5ColorC1Ehhhh'
release/main.o:main.cpp:(.text.startup+0x1c5): undefined reference to `_imp___ZN2sf12RenderTarget5clearERKNS_5ColorE'
release/main.o:main.cpp:(.text.startup+0x1ca): undefined reference to `_imp___ZN2sf12RenderStates7DefaultE'
release/main.o:main.cpp:(.text.startup+0x1e6): undefined reference to `_imp___ZN2sf12RenderTarget4drawERKNS_8DrawableERKNS_12RenderStatesE'
release/main.o:main.cpp:(.text.startup+0x1f5): undefined reference to `_imp___ZN2sf6Window7displayEv'
release/main.o:main.cpp:(.text.startup+0x208): undefined reference to `_imp___ZN2sf6Window5closeEv'
release/main.o:main.cpp:(.text.startup+0x212): undefined reference to `_imp___ZTVN2sf11CircleShapeE'
release/main.o:main.cpp:(.text.startup+0x230): undefined reference to `_imp___ZN2sf5ShapeD2Ev'
release/main.o:main.cpp:(.text.startup+0x23c): undefined reference to `_imp___ZN2sf12RenderWindowD1Ev'
collect2.exe: error: ld returned 1 exit status
mingw32-make[1]: *** [Makefile.Release:68: release/Elevatorman.exe] Error 1
mingw32-make[1]: Leaving directory 'C:/Users/simicarli/Dropbox/U7/Games/Elevatorman'
mingw32-make: *** [Makefile:45: release] Error 2

i have sfml bin and lib folders inside my project root folder...

My first approach is that i was using Mingw81 so i downloaded 7.3.0 but still the same...
Seems that ming make is not recognizing lib and bin folders, ...


My cpp main.cpp is:
#include <SFML/Graphics.hpp>

int main(){
        sf::RenderWindow window(sf::VideoMode(200, 200), "OK!");
        sf::CircleShape shape(100.f);
        shape.setFillColor(sf::Color::Green);
       
        while (window.isOpen()){
                sf::Event event;
                while (window.pollEvent(event)){
                        if (event.type == sf::Event::Closed)
                                window.close();
                }
                window.clear();
                window.draw(shape);
                window.display();
        }    
        return 0;
}
 

12
General discussions / Re: SFML and Box2d
« on: September 06, 2020, 01:16:32 am »
I got it, but looks like both are able to construct any good 2d game ...

Thanks

13
General discussions / SFML and Box2d
« on: September 05, 2020, 03:50:41 am »
Hello!!

does Box2d converts SFML into a Game Engine ?

a pretty absurd question, but i still don't get what a Game Engine is, since many people have done games using SFML (indeed, a packt book exists)

Thanks.

14
General / set parent...
« on: July 16, 2020, 05:49:33 pm »
Hi
Im wondering if there is a built in set parent function ...
If not, then i have a raw solution but i don't know how elegant is it, is setting the position and rotation of the child object using the current rotation and position of the parent in the game loop....

Is that the only way to do it?

Thanks

15
General / BG & FG Level design ?
« on: July 12, 2020, 11:30:41 pm »
Hello!

I'm pretty new to 2d game development, i only worked on 3d and 2.5d views, but those are quite bit different since they are model based..

On 2d, how do you design your background and foreground's sprites for your level?...

1) Use big and long sprites as layers for all the level.
for instance,  a long 4096 x 256 texture that cover everything for your background, you put everything in that texture so do not need to repeat anything, the same for foreground alpha texture.  (This maybe absurd if the game is really long or need better bg details).


2) use single sprites repeating them on the whole level
reusing short textures like 128xx and 256xx as many copies over the level.  (To make game look good should be using many kinds of trees, rocks, plants and so....

3) any other?

Thanks..

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