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Messages - Alia5

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SFML projects / Re: Let There Be Light 2
« on: November 06, 2018, 11:54:26 am »
I haven't worked on anything the last half a year or something, but I don't think my mods to LTBL2 work really well for a standalone implementation outside of FSE. (Hence it's not a fork but directly baked into the repo)

For reference you can look at:

Edit: I might decouple them somewhat one day, but when and if that day ever comes remains to be seen

SFML projects / Re: Let There Be Light 2
« on: April 24, 2018, 06:23:13 pm »
I guess you wouldn't need such a complex library for that.
Just draw your "lights" to some renderTexture, draw black shapes for your occluders, and finally blend that render texture additively ;)

General discussions / Re: How is Andorid and iOS support coming?
« on: March 29, 2018, 02:56:44 am »
2.4.2 works fine... 2.3 should as well. You have to build sfml with an old ndk though, in android studio you can use the latest and greatest
With master (or soon 2.5) you can go all the way with the latest ndk

Just be sure to fix paths in the build files (android studios) if neccesary.

If you have the choice, I'd go with master.

General discussions / Re: Why is SFML split with 1 dll file per module?
« on: February 27, 2018, 10:12:43 am »
If you really want to have a single lib, build SFML static, and link all the libs together into a single SFML.lib ( || SFML.a)
You do this **once**, after that you have exactly what you want.

General discussions / Re: How is Andorid and iOS support coming?
« on: February 27, 2018, 10:05:10 am »
Android works just fine.
Even with android studio.
With some of the latest commits in SFMLs master branch you don't even need an older version of the NDK to build SFML for Android.


The example here isn't complete, but I think one can fill the gaps...

The only downside is that on OpenGLES SFML currently cannot create a non-legacy context, and therefore has no shader support

SFML projects / Re: Screenshot Thread
« on: February 21, 2018, 01:08:58 am »
Finally got around to continue my little engine like thingy.
PARTICLES! You simply cannot have enough.


(I'm on mobile right noe, so excuse the twitter link, it's a video)

FPS tank a bit since I'm drawing a separate circleshape for every particle in the debugdraw, ouh well... :)

General discussions / Re: Android Studio 2.3.3 + SFML 2.4.2 - Hell again.
« on: September 04, 2017, 09:07:14 pm »
For mine it wasn't exactly the point to get it done cleanly, but quickly ;)

Edit: little tip:
Use clangs libc++_shared (or static) instead of stlport for full c++11 support!
You however need to build SFML using ndk-r12b only, to avoid the "<ostream>-error"
Afterward you can use the regular, latest and greatest ndk.

General discussions / Re: SFML in Android Studio Example
« on: September 04, 2017, 09:06:23 pm »
Use clangs libc++_shared for full c++11 support!!!
you can also use this to build sfml, just use ndk-r12b for building SFML only ;)

There you go!


However, it is required you compile SFML for android with ndkr12b
You then can use the latest available in AndroidStudio, afterwards ;)

General discussions / SFML in Android Studio Example
« on: August 30, 2017, 07:30:51 pm »
Hi there,

somewhere around here floats a template to get SFML to work in AndroidStudio.
However, it is quite old, uses the experimental android gradle plugin and uses a dirty hack for SFMLActivity / SFML-Main

I just tried SFML on Android and pushed a new example project, using recent AndroidBuild tools with the newest ndk and AndroidStudio and the stable version of the Android Gradle plugin.


I've also encountered a crash when the activity gets sent to the background using the home button, that I've also circumvented without modifying SFML at all.

It also shows how to combine Android-Java code with native-SFML code for things like google-play services etc.

It's still quite ugly and ways to go for a proper "example" project, it should serve as a starting-point, though.
I just wanted to share, I'm sure you can figure it out ;)

1440p (kind of common i guess) and still an 2048x1536 4:3 crt

Why not use a combination of both?

I use this (with an additional guassian blur) in addition to my modified LTBL2, which is multiplicative, for a pseudo bloom shader.
The result of both gets then blended additively onto the finished, multiplicative blended image.
Overall, this makes the lighting way nicer.

I'm sure you could pick out the relevant parts...
Code: [Select]
uniform sampler2D currTex;
uniform sampler2D lightCompTex;
uniform sampler2D specCompTex;
void main()
        vec2 coord = gl_TexCoord[0].xy;
   vec4 frColor = texture2D(currTex, coord);
   vec4 lColor = texture2D(lightCompTex, coord);
   lColor += texture2D(specCompTex, coord);
   float lstrength = clamp(dot(lColor.rgb, vec3(0.2126, 0.7152, 0.0722)), 0.0, 1.0);
   float brightness = dot(frColor.rgb, vec3(0.2126, 0.7152, 0.0722));
   if (lstrength > 0.1)
      gl_FragColor = vec4(lColor.rgb, lstrength * brightness);

SFML projects / Re: Let There Be Light 2
« on: March 16, 2017, 12:06:40 pm »
Sure! There you go. :)

It's not a separate LTBL2 repo, though, as I have it merged into my framework.

It's worth noting that I didn't implement normal/specular maps for directional lights yet.
Also, I changed LTBLs sprites to require a separate call for drawing the regular texture, normals and specular, which kinda defeats the point a bit, but makes it overall more flexible.

SFML projects / Re: Let There Be Light 2
« on: March 16, 2017, 12:30:07 am »
I currently work on a "small" game framework using SFML and LTBL2.

Starting out with the version of  Cmdu76, I modified it a bit further.
In addition to normal maps, I implemented specular maps, the ability for occluders to cast shadows on other occluders and also added a little pseudo-bloom shader.
The pseudo bloom isn't embedded in LTBL2 (yet?) but sits in a wrapper class of mine.

Click the gif for a higher quality window

SFML projects / Re: Screenshot Thread
« on: February 18, 2017, 07:54:46 am »
Not mine, but check this out, this is so amazing.

Holy cow this is awesome! If it would only also run (and look like this ofc.) in a terminal... :D

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