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Messages - Gammenon

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1
General discussions / Re: SFML Background and Splash Screens
« on: October 13, 2016, 11:29:32 am »
How can I play those videos using SFML? As far as I know SFML has no means to play them at all.
You could take a look at sfeMovie or Motion. There are also a few similar projects if you search the forum a bit.

Thanks for the links. Is there any plan to include video playback in SFML, by the way?

2
General discussions / Re: SFML Background and Splash Screens
« on: October 13, 2016, 10:11:46 am »
How can I play those videos using SFML? As far as I know SFML has no means to play them at all.

3
General discussions / Re: 50% Discount on SFML e-books!
« on: May 07, 2015, 10:53:08 am »
Just going to the web and selecting SFML Game Development I get 10.59€ prize. If I use sfgde50 code I don't see any change in the price. I am doing something wrong?

Thank you

4
My vote for that change to support WAV, OGG and iOS's formats getting rid of libsnd

5
General discussions / Re: Future release of SFML 2.2 (feedback needed)
« on: April 11, 2014, 01:05:08 pm »
For me the most important feature of next SFML would be iOS/Android ports. By the way, would those ports allow me to run my SFML game in Raspberry pi?

6
General discussions / Re: Dynamic Split Screen
« on: March 12, 2014, 02:17:28 pm »
Like Dragon ball Z games of 16-32 bit era ;)



7
General discussions / Re: Android/iOS "Soon"
« on: November 27, 2013, 09:51:23 am »
Wow that's fast. Thank you very much guys! :)

8
General discussions / Re: Android/iOS "Soon"
« on: November 27, 2013, 09:43:00 am »
Is there any gross estimation of when will be released that Android/iOS support? I didn't find anything about  that.

Thanks in advance and for SFML!

9
General / Can compile and execute but can't debug
« on: April 29, 2010, 12:30:07 pm »
Disable Comodo Firewall Defense+. You need to reset your computer.

10
General discussions / iPhone Port (in progress)
« on: October 13, 2009, 11:43:22 am »
Is there any improvement in this topic?

11
General discussions / iPhone Port (in progress)
« on: June 13, 2009, 11:37:50 am »
Bump!

12
General discussions / iPhone Port (in progress)
« on: April 17, 2009, 10:05:56 am »
Well, what about this?

Quote
You can use the following to force the processing of events (useful also if your drawng code is taking too much time):
BOOL processedEvent = [[ NSRunLoopcurrentRunLoop] runMode: NSDefaultRunLoopMode beforeDate:[NSDatedistantPast]];


Extracted from https://devforums.apple.com/message/55119#55119

Perhaps we can call this inside SFML's GetEvent function  :D

13
General discussions / iPhone Port (in progress)
« on: April 17, 2009, 09:50:09 am »
Quote from: "nfries88"
Quote from: "seoushi"
sdl redefines main and has the event issues I describe. Threading might be an option however I'm not sure if apple allows it and it would be a pain to do.


iPhoneOS is pretty much a stripped-down OS X, isn't it?
I'd assume it'd allow threading...


I think iPhone OS allows threading, but perhaps apple does not allow an application that uses threads this form.

14
General discussions / iPhone Port (in progress)
« on: April 15, 2009, 12:17:17 pm »
But, if I understand correctly, the problem is that you can have a main in iphone, but not process events in this functions because iphone will call some function of yours in order to notify events in a callback fashion. How to handle that without breaking SFML's model?

15
General discussions / iPhone Port (in progress)
« on: April 15, 2009, 10:19:48 am »
Hi seoshi

Lest see what says Laurent about this. I like your idea about some standard that warranties absolute portability, but it is not mandatory if you just want to be portable in PC type (windows, mac and linux) platforms :)

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