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Messages - K.F

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1
General discussions / Re: SFML 2.5.0 released
« on: May 12, 2018, 01:04:15 pm »
Awesome, too bad I don't have much time for programming these days, but these releases really make me want to do some of my long dead and buried project ideas  ;D

2
Depends on your needs, Unity has a lot of dedicated 2d game features, while Unreal in more catered to robust 3d games. Both can do both well enough.

Personally not a fan of Unity due to their fixed 100 or 150$ per seat per month requirement, while UE4 "only" asks for 5% of your revenue no matter how much you make.

Not really, Unity has a "Personal" completely free option that only lacks non-essential features - until you hit the revenue cap of 100K$, then you need an upgrade -, and Unity only takes royalties after 3000$:
https://store.unity.com/ | https://www.unrealengine.com/faq

3
Quote
I have seen a YouTube video on someone attempting to install the Mac edition, and fail. Then they gave up on trying to program with it. And that's not in anybody's interest.

This is a c/c++ problem, not an sfml one, manual micro-managing libraries and linking crap for both debug and release is a needless pain that other languages fixed ages ago.

Regardless, there is already an sfml template for visual studio ready to use:

https://marketplace.visualstudio.com/items?itemName=JonnyPaton.SFMLTemplateproject

Never used it since I already made an sfml project before I found about it, and I just copy it now.

4
General / Re: Jump height varies slightly
« on: May 13, 2017, 05:19:15 pm »
Most monitors have a 60 fps refresh rate, and given that you have a linear velocity speed, then the highest point of the jump will be quite sharp and happening in single distinct frame, so at fps more than 60, that frame could be in one of the frames skipped by your monitor, so you won't see it and think the jump was shorter than the other times you see it when it is aligned with the 60 refresh rate.

5
SFML projects / Re: Need sfml programmer for word guessing game
« on: April 21, 2017, 04:31:48 pm »
And why do you want to use sfml for just a text only gui? Unless this is just to practice sfml, you can use Qt, or even simpler languages than c++ like AutoIt:
https://www.youtube.com/watch?v=KpwMYarYwR8&list=PL4Jcq5zn02jKpjX0nqI1_fS7mEEb5tw6z&index=13

You can even compile your c++ code into a dll and call it from AutoIt.

6
Aaaand your player just spawned in a wall  ;D
Seriously though, making a non-junk procedural game is not that simple, definitely worth a dedicated book. This is the table of content of this book if you want an idea about it:


Table of Contents:
(click to show/hide)

7
SFML projects / Re: Screenshot Thread
« on: April 08, 2017, 01:26:58 pm »
This is a Chip-8 emulator I made a year or so back running some roms:

http://www.youtube.com/watch?v=RG-kvBgRFy4

I could have sworn I posted it here, but Apparently I did not  :P

8
Feature requests / Re: Vulkan Support
« on: February 28, 2017, 06:55:37 pm »
Try SDL then. Although I agree that making sfml a viable cross platform OpenGL ES/Vulkan frontend library can increase its popularity and extensibility, you can't get everything without enough man-hours.

9
General / Re: pixels collision detection is too slow
« on: February 06, 2017, 04:04:15 am »

10
SFML projects / Re: Remnants of Naezith is now on Greenlight!
« on: January 30, 2017, 03:06:18 pm »
God this looks tough ... and fun.  ;D

11
Just a few heads ups, what you are talking about is called flow-based programming, and it's been around for decades, and there is a good reason that even after all this time, it is still not used a lot, it is not friendly at all for large projects. Small scripts? Sure, huge projects? Absolutely not, all the advantages from having a visual feedback of the program will go out the window, and all what you'll get is a visual mess and a half.

Other point is that C++ is not a good candidate for this kind of programming, not impossible, but other simpler languages might be more suited for this.

12
Your else is only applied to your last if, it is overwriting all the other ifs, and "fps" is always very small since you are restarting it as seconds every frame. Also, use [ code] to make things easier to read:

if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::D))

13
General / Re: Events in seperate thread
« on: January 01, 2017, 05:07:36 am »
I used std::atomic, and discovered that events MUST be handled in the main thread.
So you will need to draw in the new thread, i think this is because the SFML implementation on Windows.

That's an OpenGL limitation if I remember correctly. Vulkan gives more leeway if you want multithreaded drawing.

14
SFML projects / Re: One Room - 37th Ludum Dare Jam
« on: December 22, 2016, 12:42:12 am »
I always miss clicking something or ten when playing these kind of games  ;D . I wouldn't call anything about a game that takes 3-5 minutes to finish hard really. Also, typo, "Got to the cupboard", and the game should end or something when you win.

15
General / Re: Draw at wrong position
« on: December 19, 2016, 02:47:28 pm »
Maybe we should remove the S at the beginning of SFML  ;)

Unfortunately, this library is aimed at programmers. :p

There are already compiled binaries if you can't build it yourself:

http://www.sfml-dev.org/download/sfml/2.4.1/

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