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Messages - Syntactic Fructose

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General discussions / Is there any future plans for Rust bindings?
« on: December 07, 2014, 06:45:53 pm »
Big C++ SFML fan, I've recently started getting more in depth with rust and love the language. Are there any plans to create bindings for the language? Maybe it's first major release of sorts? Thanks

SFML projects / Re: Dwell - A Retro Sandbox Survival MMO
« on: October 25, 2014, 10:39:18 pm »
Voted, very awesome and seems well designed! Curious however, what price would you be aiming for if the game gets greenlighted?

I was lucky enough to see this conference in person, awesome talk!

Check under the release tab on github(or https://github.com/Syntaf/ParticleSimulator/releases). These are compiled using x64 , so if anyone still by chance uses 32 bit I could possibly recompile it myself and upload an additional release.

SFML projects / Particle Simulator in C++/SFML/OpenGL
« on: October 22, 2014, 03:16:58 am »
After a couple months of tinkering around with SFML and OpenGL here's my finished product!

At first look(left: default color scheme, right: random color scheme):

Download and View more on Github: https://github.com/Syntaf/ParticleSimulator

What Exactly Is This Doing?
The simulator currently combines mouse input with newtons second law of motion d = (1/2)at2 + vit. Particles continually accelerate towards the mouse point while the user holds down LMB. Once released, a constant drag force is applied until the particles eventually grind to a half, making for some pretty near formations in the simulation!

Can I Change Stuff?
Of course, just about every variable can be modified during runtime to change the environment the particle live in. The console positioned to the left of the program handles all input and commands so you can create your own custom world and play around with the particles. You are able to manipulate the:
  • Drag
  • Mass
  • MouseForce
  • ParticleCount
  • Color_r/g/b/a

these commands can be changed at anytime during runtime(except particle count, that is called in the cmd args) by using get and set. An example would be:
> get drag
> set drag 50
> get drag
to see all available commands, make sure to take advantage of the help <> command

Future Ideas Or Suggestions
I am always open to suggestions on to improve this program. If you have any suggestions, issues or comments leave them here or on the github page, either way works! Better yet, join in, I can never have enough contributors to the project.

SFML projects / Re: A Particle Simulation project, custom console update
« on: August 12, 2014, 11:24:25 pm »
first actual release of the application, woo!

I'm having an issue with my program reading a return key input while running the program via command line. I'd like any events at the start of the program or something similar, just to block the return key from being handled as an event when It was really just to get the program running.

Is this possible?

EDIT: I just realized WHY this is specifically happening, it's because I currently check the return key on KeyReleased instead of KeyPressed, I guess I'll just switch over to that and my problem is solved!

Everyone at my workplace has been running gource on our codebase lately.  It's so mesmerizing...

that's exactly what my coworkers and I have been doing as well  ;D. Grouce is crazy cool, changed the description so the information is correct as well now.

I've been a long timer casual user of SFML for awhile now, and I thought it would be cool to visualize how SFML's code has progressed through the years. So I uploaded this, enjoy!


You can easily track the names of the contributors as time goes on, as well as see the names of the folders as they are created, moved and removed. I find this stuff pretty dang cool

P.S. not sure how to embed videos, can I?

SFML projects / Re: A Particle Simulation project, new and improved
« on: July 11, 2014, 05:34:18 am »
New big changes in the repository
What exactly did you change? :D

Here's a short list of some of the changes from the latest release tab on the repo ;D:

  • Wrote a CMake build system! No more VS2012 clutter files
  • Experimental OpenCL support, thanks to finominis
  • Blending now uses GL_ONE, creating a range of awesome new particle colors
  • Fixed bug stopping events from being handled, not allowing people to quit
  • Code optimizations, big big speed improvements
  • Disabled depth testing, properly making texture alpha channels transparent
  • Drag increased by 1.5x
  • Particle count increased, specifically from 40,000 to 1,000,000 without any big performance loss
  • Window size increased but still maintains 1.33 ratio
  • Red Clamping value increased to turn make particles turn red at a lower speed

SFML projects / Re: A Particle Simulation project, new and improved
« on: July 09, 2014, 04:42:58 pm »
New big changes in the repository

Window / Re: GL Clear Color does not work, Renderwindow won't draw
« on: July 08, 2014, 09:15:19 pm »
So update to my problem, I managed to fix the issue; however I am not too sure if this is an actual solution or a dirty workaround.

I moved the creation of the console window to before I set the initial viewport, and moved the render call to before the actual openGL draw. This works fine:

sf::Window window;
        window.create(sf::VideoMode(1000,750),          //declare window
                "Particle Simulation",                                  //window title
                sf::ContextSettings(32, 8, 0, 3, 3)
                );                                                                              //default context settings, my custom ones were screwing with the program so I let SFML decide
    ConsoleManager console_window(&window);

then calling each:


my console render function did not change at all, since the main window I draw to is a sf::window I don't have any options to save and push GL states, could this be why it seems the render window is not interfering with the normal window?

I was wondering if this was a valid solution to my issue if anyone is reading....

Window / Re: GL Clear Color does not work, Renderwindow won't draw
« on: July 07, 2014, 05:38:06 pm »
I really appreciate the advice. I knew deep down my main.cpp was horrendous and badly needed restructuring, I think it's time I spend some time of that before adding more code to the project.

Window / GL Clear Color does not work, Renderwindow won't draw
« on: July 07, 2014, 02:25:46 am »
I'm having an issue using multiple windows with SFML. At the moment all of my graphics in the program are rendered with modern OpenGL, but I want to create a separate window that I use as sort of a console for my main window. Because of this my main window is a
and my addition window I create is a

The problem however is that when I attempt to display both windows, my main window no longer clears the background color to blue, and my renderwindow also does not draw a simple circle. I attempted messing around with
but nothing seems to be working. Here's what I'm talking about:

What the program normally looks like

black background when console window drawn, circle also does not render to console window

What I'm doing:

console window declaration: (Exact same context settings, but this is a renderwindow as opposed to window
        sf::ContextSettings(32, 8, 0, 3, 3)

console window render

Just before the main loop starts, I call

During the main loop(very simplified form):
        //handle events
        //call GL clear color to dark blue
        //compute matricies
        //enable vertex attrib arrays
        //draw arrays instanced
        //disable vertex attrib arrays
        window.display(); //window to draw OpenGL to
        console_window.render(); //calls console render code as seen above

Any ideas as to how I can get these two windows to render in harmony?

Like zero movement?
Exactly, the program didn't crash! But the particles just stopped moving.

Ahh I realize why now, It's the lifetime of the particle. I set the lifetime for all particles to 100 seconds, and afterwards they can no longer be manipulated. I never actually tested beyond 100 seconds so I completely forgot to change that value heh, it's more a placeholder for when I start developing a UI and allow the user to run multple simulations without restarting the application.

Looks like for now, you get 100 seconds of runtime before rerunning :P

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