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Messages - danman

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1
SFML projects / Re: Game Development Design articles
« on: April 01, 2013, 07:28:14 pm »
The fact is that both MUST require the same position attribute, or it's not really an entity position.
Entity-system doesn't make entity handle the properties of subsystem, you won't add a AIi_node[] attribute for example. But if AI need position, it knows where to find it, and can eventually update it (though i don't see any advantage to edit it in AI_system :p).
Position is an ENTITY attribute and not an AI  attribute.

in this way, i'm thinking about adding a subset of properties as "capabilities" (for example collidable, gravitable, extandable, etc) that would induce a defined way to make entities, and I have in mind an incredible idea of adding "behavior" classes, but can't determine why either how implement this yet.

edit:
You must define a new attribute that represent the next position you want to get to, the AI calculator would set it, and the Physic/Logic/Interpolating system would use it to update the position/velocity or other.

2
SFML projects / Re: Game Development Design articles
« on: March 29, 2013, 10:36:51 pm »
FRex : In my opinion:
components should not really interfere in their behavior other than by doing what they are aimed to on the properties.
In fact, it looks like a complete system and not like OOP. You have a component that must be designed to process data (for exemple a PhysicBody component would update the position of the object), and that data must then be handled by another component (Graphics API use the position to check if object is dawable and then draw the object on the screen).
They are multiple point very simplificated in my explanation, and certainly english mistakes, but you've got my point of view ;)

an #Altdevblogaday blogger has made 5 articles on that kind of system, you can check it ;)

3
Python / Re: pysfml2-cython
« on: May 16, 2012, 04:07:28 pm »
It works fine, thank you ;)

4
Python / Re: pysfml2-cython
« on: May 15, 2012, 07:31:27 pm »
I've got problems with pysfml2-cython on both python3 and python2 versions :

Code: [Select]
alexandre@danman:~/Documents$ python
Python 3.2.3 (default, Apr 23 2012, 23:14:44)
[GCC 4.7.0 20120414 (prerelease)] on linux2
Type "help", "copyright", "credits" or "license" for more information.
>>> import sfml
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
ImportError: /usr/lib/python3.2/site-packages/sfml.cpython-32mu.so: undefined symbol: wrap_render_target_instance
>>>

Do you have an idea ? i've checked the files but I didn't find this symbol, it must be autogenerated by cython itself .

5
General discussions / Re: why sfml is not on the wikipedia ?
« on: March 25, 2012, 11:38:43 am »
I want to notice that there is also that : http://www.questmachine.org/article/Simple_Fast_and_Multimedia_Library_ou_SFML
but it's in french, and just incomplete too.

6
Graphics / Framerate, rendering and optimisations
« on: February 16, 2012, 04:39:20 pm »
Stew : which drivers are you using ? default drivers (nv or nouveau) ? proprietary drivers ?
Which distribution are you using ?

No, it's not a normal behavior ;) .

7
Feature requests / sf::XML
« on: January 23, 2012, 10:13:38 pm »
Or libxml2, it's a C library but it's used and maintained by gnome-project, so it's quite good, and supports lots of things.

8
General discussions / The new graphics API in SFML 2
« on: September 17, 2011, 12:09:57 am »
I agree :)

9
Network / Best way to send/recieve a set of data?
« on: August 05, 2011, 01:12:28 pm »
this one : sf::Packet << sf::Uint( id ) << std::string(hairstyle) << etc;


in my server, I have python scripts identified by the ID, and I use signal to trigger external evenements like that :

server.SignalChatMessageReceived.connect( sigc::mem_fun( this, &Application::ReceiveChatMessage ) );

10
Network / Best way to send/recieve a set of data?
« on: August 04, 2011, 11:58:12 pm »
I prefer the first method, because you generally create a server "namespace" (or class if you want) so you have an abstraction structure between your real application and your server-side application.

However, I advise you to write a protocol documentation ;) .

11
SFML projects / iCEĀ³ - clone of Minecraft
« on: August 04, 2011, 07:58:22 pm »
Ooops, i forgot to answer you Kalith  :lol: .

if you use the opengl3 header file provided by openGL for linux, it defines all the openGL 3 functions, so you don't have to load anythings :D although windows need GLEW because he only has a openGL1 header file. I don't know if it works on windows, but the siteduzero.com's new openGL tutorial say it doesn't.

Just a question, i've read your code, but i'm not sure. Are you rendering 1 VBO per chunk ?

12
General / Theory behind a simple GUI
« on: July 31, 2011, 12:41:49 am »
I work on a GUI for SFML, and i've done that design :

Code: [Select]

class Widget
{
....
protected:
    virtual bool IsValidMouseEvent ( x, y );
    virtual void OnMouseMoveEvent( sf::Event& event );
    virtual void OnMouseButtonPressedEvent( sf::Event& event );
    virtual void OnMouseClickEvent( sf::Event& event );
    virtual void OnMouseDoubleClickEvent( sf::Event& event );
... etc

private:
    zin::EventHandler m_EventHandler;

};



these events are provided by the event handler, you can imagine this track :
window event => main => gui application => event handler => widgets => event handlers => widget => ...

it provides a very powerful and lazzy concept to write new widgets, without care about the "view" of the widget (because it's the event handler job), because i use a "primitive" class that can define absolutely anything (a polygon, a rectangle, a circle ...) to define his reactive area, and my friend had worked on an event-based-network library to implement complex behavior like double click with timeout in a few lines ( 5 lines approximately, and 2 locals variables) .

One problem we had actually is the lack of a vectorial system to build the GUI design, because a extended image on a button is uggly :( .

I think you may try to get information with Qt or GTK internal concepts, or see SFGUI ;)

Sorry for my very bad english and these plain explanations about this domain, but it's a very big debate ;) .

edit: ah, i forgot to say that : don't inherit from sf::Drawable, it's just problems you will have later ;) .

13
Window / Really annoying problem with windows not "opening"
« on: July 31, 2011, 12:24:45 am »
CMake is not a compiler ;) it's a very powerful compiler's "project" generation tools that you need to install from http://www.cmake.org/ .

edit : ahm, didn't read the entire post.

Open the cmake-gui, set it to SFML's directory, clear the cache (in file menu), then configure.
a window appear and you have 4 choices, choose native compiler, but with the option to define the compilers yourself, and then choose g++.exe for C++; gcc.exe for C ;) .

14
SFML projects / iCEĀ³ - clone of Minecraft
« on: July 27, 2011, 02:31:44 pm »
Kalith : i think GLEW use the OpenGL3 headers on linux ;)

15
SFML projects / Fruit Chase
« on: July 12, 2011, 07:20:42 pm »
sf::Window::ConvertCoords ;) .

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