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Messages - BlueMagic

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1
SFML projects / Before the Reign
« on: March 15, 2012, 03:43:15 pm »
Works for me with a AMD gpu. How did you sort the depth in the game?

2
General / Networking (tutorial) using SFML and NodeJS
« on: March 15, 2012, 03:40:28 pm »
Awesome! I'll be starting to read these at night when I get home from classes.
Thanks for taking the time, I've always wanted a simple introduction to the subject.

3
SFML projects / Thor C++ Library – An SFML extension
« on: March 14, 2012, 03:09:22 pm »
Amazing news then!
I'll make sure to follow the development closely. Thanks and let us know if we can help you with feedback or whatever.

4
SFML projects / Thor C++ Library – An SFML extension
« on: March 13, 2012, 07:57:45 pm »
If I were to suggest features, they would be (in order of importance to me):

-Z Buffer: Only trouble I see in SFML. As someone who is trying to develop a top down game, I find that the method I'm using to sort depth (which is basically to order the list of entities by y position) is quite slow for a decent number of objects. I'm guessing this would be much faster.

-Initial rotation of the particles: There's that workaround you mentioned about rotating the emission zone, but it would be good to have an initial rotation so we can achieve better 'randomness'.

-I guess simplifying the ptr situation to using just std::shared_ptr would be nice too.

Let me know if you are planning to implement any of this because it would help me immensely!

5
Graphics / (Solved) VertexArray Tilemap not drawing correctly
« on: February 18, 2012, 04:05:59 pm »
It looks weird, but if I were to say I'd say it's a problem of the tile set itself.

6
Graphics / (Solved) VertexArray Tilemap not drawing correctly
« on: February 17, 2012, 10:45:05 pm »
I believe the problem is this:
Code: [Select]
         
            int tx = (TileActual % NumCols) * AnchoTile;
            int ty = (TileActual / NumCols) * AltoTile;

            mapa[VerticeActual + 0].TexCoords = sf::Vector2f((tx + 0) * AnchoTile, (ty + 0) * AltoTile);
            mapa[VerticeActual + 1].TexCoords = sf::Vector2f((tx + 0) * AnchoTile, (ty + 1) * AltoTile);
            mapa[VerticeActual + 2].TexCoords = sf::Vector2f((tx + 1) * AnchoTile, (ty + 1) * AltoTile);
            mapa[VerticeActual + 3].TexCoords = sf::Vector2f((tx + 1) * AnchoTile, (ty + 0) * AltoTile);


tx and ty should be the integer index of the tile in the tile set, so that when you calculate the texcoord you multiply for the width. But what you are doing is multplying twice (first in the declaration of tx and then in the calculation of the texcoord). So I would change that to :

Code: [Select]
         
            int tx = (TileActual % NumCols);
            int ty = (TileActual / NumCols) ;

            mapa[VerticeActual + 0].TexCoords = sf::Vector2f((tx + 0) * AnchoTile, (ty + 0) * AltoTile);
            mapa[VerticeActual + 1].TexCoords = sf::Vector2f((tx + 0) * AnchoTile, (ty + 1) * AltoTile);
            mapa[VerticeActual + 2].TexCoords = sf::Vector2f((tx + 1) * AnchoTile, (ty + 1) * AltoTile);
            mapa[VerticeActual + 3].TexCoords = sf::Vector2f((tx + 1) * AnchoTile, (ty + 0) * AltoTile);

7
General / Make collision detection run more frequently than drawing
« on: February 13, 2012, 06:56:27 pm »
Ho would I go about doing it then?

8
General / Make collision detection run more frequently than drawing
« on: February 13, 2012, 05:00:39 pm »
I have seen quite a few game developers (including some from here) claim that they make the collision detection/logic run faster than the draw loop (ie: collision detection at 1000hz and drawing at 60hz or whatever).  What are the ways of achieving this?

I'm guessing threads are pretty much the only option (someone correct me if I'm wrong), but what do I want to have in consideration when programming this? Does anyone have some article as reference or anything?

Thank you very much

9
General / SFML only for games?
« on: February 10, 2012, 06:18:45 pm »
SFML will surely help you sort some problems like creating the window to render in, and handling things such as events, timing, input. For drawing you can still use OpenGL, and with SFML it's easy to integrate you own OpenGL code with the app.

10
SFML projects / Para Para Paranoid Testing Version 0.001 is out!
« on: February 10, 2012, 04:21:10 pm »
Quote from: "NinjaFighter"
Quote from: "BlueMagic"
Just curious about this. How do you achieve it?
Is it storing the keystrokes in memory and then outputting to a file?


Yeah, that's the way.  :)


It works quite well. How do you store the keystrokes before dumping the data into a file?

Also, the game is great. It has a very balanced level of difficulty.

11
SFML projects / Para Para Paranoid Testing Version 0.001 is out!
« on: February 09, 2012, 03:16:10 pm »
Just curious about this. How do you achieve it?
Is it storing the keystrokes in memory and then outputting to a file?

12
SFML projects / Thor C++ Library – An SFML extension
« on: February 06, 2012, 08:07:31 pm »
Isn't rotating the shape of the zone kinda slow?

13
SFML projects / Para Para Paranoid
« on: February 01, 2012, 05:20:24 am »
Great little game, it's very polished and very fun to play!
I got up to level 7 and quit lol. I'm gonna beat it tomorrow.

14
Graphics / Problem rendering tiles (tearing?)
« on: February 01, 2012, 12:05:05 am »
Well, someone get lucasnvc (http://www.sfml-dev.org/forum/viewtopic.php?t=5952&start=0) a prize or something.
When rendering the tiles, if I substract 0.0075 from the right and bottom coordinates for TexCoords, it renders nicely and with no weird lines.

Here's what the relevant part of the code looks like:

Code: [Select]

for (x=0;x<mapw;x++){
     for (y=0;y<maph;y++){
         
         //Set vertex position
         //tx and ty are the coordinates in the tetxure of the tile that we are referring to in the current iteration of the loop.
          map[current + 0].TexCoords = sf::Vector2f( (tx + 0)* tileWidth, (ty + 0)* tileHeight);
          map[current + 1].TexCoords = sf::Vector2f( (tx + 0)* tileWidth, (ty + 1)* tileHeight-0.0075);
          map[current + 2].TexCoords = sf::Vector2f( (tx + 1)* tileWidth-0.0075, (ty + 1)* tileHeight-0.0075);
          map[current + 3].TexCoords = sf::Vector2f( (tx + 1)* tileWidth-0.0075, (ty + 0)* tileHeight);
      }
}


I am currently still testing but so far so good.

15
Graphics / Problem rendering tiles (tearing?)
« on: January 31, 2012, 07:10:06 pm »
I am already using a vertex array the size of the window to draw only the tiles that appear on the screen (and an extra row that you don't see, if I recall correctly).

EDIT:It still happens if I draw them all in one big vertex array, even the ones I don't need.

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