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Messages - haydxn

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1
Window / Possible mouse input bug
« on: October 28, 2008, 10:06:13 am »
I presume this bug is related, but i'll mention it here anyway. Basically, if the mouse goes to the very left edge of the screen/window, as soon as you move away from it, testing for a right-click event will return true. This happens in both full-screen and windowed modes, and is with the 'stable' version (not svn).

If i get a moment after work I'll try to knock up a minimal app-code to demonstrate it, so we can see if it happens to anyone else. Not sure if it IS related though, due to it happening in full-screen, but y'never know.

[to clarify: move the pointer all the way to the left edge (as if to go past it<*>), then try to move it just one pixel to the right; this seems to trigger a right-mouse click event]

<*> this is why it looks like it might be related... but again, it happens in fullscreen so it's possible that something else is going on.

2
Feature requests / non-dll runtime library
« on: October 21, 2008, 07:33:38 pm »
Oh, excellent :D

While I agree that in general a release configuration would be sufficient, I would like to request that the debug config be added too :). I'm using SFML in conjunction with another library which doesn't like using the DLL runtime, so it's static all the way for me.

Thank you for your prompt reply!

3
Feature requests / non-dll runtime library
« on: October 20, 2008, 09:58:01 pm »
Howdy there,

This is a bit of a long-shot request, and I'd totally understand if it gets a cursory 'pah, no chance'.

I'm personally not a big fan of using the 'DLL' version of the runtime library (for whatever reasons, i just prefer to package as much statically as possible to avoid peculiar incompatibilities/dependencies). I've not had any problem in getting it all built using the non-DLL version, but it's a bit of a ball-ache. Right now the only way I see of doing it is going through each of the six projects in the solution and ammending the appropriate flag (in both debug static and release static configurations). Not that big a deal, but annoying non-the-less.

Is there any chance this setup could be provided on top of the current configurations in the build solution? I can see it getting very annoying to do it every time an update comes along!

Like I said, I imagine it's far from anyone's priority, but it'd be a really nice and highly appreciated touch :)

[EDIT: Sorry, I really thought my browser was still in the feature requests forum! I deserve a smack for getting it wrong, I'm sure.. feel free to move it to the correct place, naturally  :shock: d'oh!]

4
Feature requests / Vectors and scalar operators
« on: October 19, 2008, 02:36:24 pm »
Here's my take on it.

1) Prologue: I'm making no demands. I can take it as it is. I'm simply offering my personal/professional opinion.

2) If you do need things like dot product etc., you can program them yourself of course. But then you're going to have to either subclass Vector2f and use casts, or use public functions to perform the operations. Neither approach makes sensible use of OOP style; while I'm used to doing most of my coding in 'standard' C, when using a library designed to extensively use elegant classes, it seems a little jarring to not have it go all the way.

3) My personal feeling on this discussion is that arguments *against* putting functions in on the grounds of complexity are kinda redundant; there are currently no functions other than the mathematical operator overloads. What would there be to be scared of? Right now, the documentation doesn't even list those operators - if anything, that would be where the confusion comes from! [Going purely on the docs, Vector2f is nothing more than a 'Point' structure].

Anyway, that's my 3p. The point has been made already that libraries exist for this purpose. It's not a mathematical library, but the Vector classes do already do multiplication/addition etc.. already (some standard vector functions) I honestly see no valid argument against putting additional functions in other than that of priority (which is perfectly valid!).

5
General discussions / Morning there
« on: October 19, 2008, 01:33:00 pm »
Hallo, this is my first post on this forum; basically just saying a combination of "Hi" and "Thanks". I've been looking for a straightforward library to use for my spare-time game programming, and this is the first one that I've been genuinely impressed with.

As a full-time game coder, I use the company's engine tech day-to-day (which is lovely and well made, naturally :) ), but like to use something different when I get home. This is for a number of reasons; it gives me a little break, helps me to think in a different way about things (which helps back at work), and keeps me levelling up my EXP.
The problem til now though has been that, well - I only want to do 2D stuff really, and after work I'm not really in the mood to reinvent the wheel - especially for something so basic! For all the other libraries, it's always been a case of having to learn a lot about them before I can say "right, this is my 2D sprite-system strategy" and get going. Pah, I'm too tired!

But this is great; I can make use of the sprites right away, and have access to the other 3D gubbins too - basically, I can learn/use it in the order I want to, rather than the boring complimacationed way! I've managed to meet my goals in the first night of use (including successfully integrated another library I use which is normally a right pain in the arse).

So... Thanks! It's a wonderfully straightforward library. I look forward to following its development, and making use of it.

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