Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - etixpp

Pages: [1] 2
1
SFML projects / Project Management Tool
« on: July 04, 2014, 12:56:00 am »
Hello Guys!

Over the last weeks i was working on a project management tool, which allows the user to create projects, login to the network, add other users to projects, give them tasks, check the status of the users and the tasks and much more.

There are plenty more features planned, if you have any suggestions, please post them! :=)

You will find a small presentation of the project on this site:
http://foxfiredev.net/portfolio/fower-project-management/

Core informations:

Features:
-Create projects and manage them
-Add users to your projects.
-Manage tasks for your projects and add users to tasks.
-Inform your manager about the current state of your given task.
-and much more!

Screenshot:
http://foxfiredev.net/wp-content/uploads/2014/07/scree6-1024x844.png


Language stuff:
At the moment the language stuff is a bit mixed german and english, i am working on a language system so i have a english and a german version for everything :)


I am using SFML and SFGUI for this project, thanks for the great libraries!

2
General / App Development SFML
« on: June 11, 2014, 03:17:21 am »
is it possible to use sfml for mobile apps?
I googled a lot and found seriously nothing. Just one 2 years old thread.

I am realy clueless about mobile app programming :/ Never did it or wanted it but now i would like to make a very small application with c++.

3
General / Youtube Video and Filedownload
« on: June 05, 2014, 05:04:57 pm »
Hello,
2 small questions:
1. Is it possible to embbed a youtube Video to a sfml renderwindow?

2. Is it possible to download a file (at example a .exe) with http request? Maybe a small code snippet somewhere flying arround? D:

4
Graphics / Some sort of flickering
« on: November 19, 2013, 05:32:38 pm »
Hej guys, i created a video to show you what i mean
http://www.youtube.com/watch?v=AalWbLu21fQ&feature=youtu.be
The thing is... i really got no clue what could cause this, i discommented everything except the map rendering...
Its kinda hard to create a minimap example for this... could this be caused by my graphic card / driver or something? Normally everything should be fine with this...

If you don´t see, there are something like "Stripes" i only notice them if i zoom out kinda much but this stripes are creating some darker and lighter layers and a flickering... you can notice it best at 00:37 .
Its probably kinda senseless to show code here cause there are a lot of dependencies and unneccesary stuff, so before i try to create a minimal example i just wanted to ask if somebody had this once aswell and knows a cause or solution :)


Ok, just for your Info, i checked a few more things now:
-2 Mates have the same prob with my executable, so i am pretty sure its not about the graphic card
-i discomented every drawing except the background and this layers still exists with the same phenomen, so i am pretty sure it´s not about too much drawing on a frame
-Not about Fps aswell, i tried with 30, 60 and unlimited, no reaction

5
General / Improve Solution -> Special Photoshop text
« on: November 13, 2013, 06:06:58 pm »
Hej guys, it´s just a small thing, i thought about using a custom photoshop "font" with special effects as a font, the thing is, there is no way i know to realize this with sfml stuff, only solution which came to my mind is to take every letter in big and small as a single picture and bind him to a char, so i have a function which just sets one of this images after one to get a word.
-> Just as an example what i am talking about: http://graphicriver.net/item/ancient-asia-text-effects/5993687?WT.ac=solid_search_thumb&WT.seg_1=solid_search_thumb&WT.z_author=Sao108

So the question is, do you have any easier ideas how to make this possible? Ofc i would take one big texture and just use rectures, but this will ge a buch of work so i hope there is another way D:

6
Graphics / Failed to share the OpenGl context
« on: November 11, 2013, 08:14:51 pm »
Hello guys, just a small issue, cannot figure out what causes it, always when i close my stuff over the console window i get a "Failed to share the OpenGl context" print and a exception is thrown, if i close my stuff over the normal Window everything goes right, this only happens if something already got drawn to the window, i am sure there is a easy explanation for this and i am just missing something^^

7
SFML projects / Zombie survival multiplayer game
« on: November 10, 2013, 08:04:25 pm »
Hello guys!

Ofc i am not ready yet, not even close, but i think i can already show some stuff what i am working on :)

You can get all informations on http://foxfiredev.net/?portfolio=zombie-survival-game but i will add a part of the description here aswell:
We are working on a team zombie survival game, which is a combination of a browsergame and a launcher. In the browser you are able to communicate with your Team , which is set up by 5-10 people, make your city stronger, build upgrades, view statistics and more. In the launcher you join the world, are able to farm recources for the town, fight against zombies and other creatues, make your charakter stronger and much more.

Actual features:
  • fully responsive
  • chunk map system
  • collision physics
  • serverside map rendering
  • serverside update system
  • sphere physics to detect if player is in front ot behind something
  • user interface with health, energy, experience, minimap and avatar


What we are working on at the moment:

  • fight system
  • change graphics like user interface and map to more zombie like stuff
  • launcher
  • ability bar with ability system
  • and much more is on planning!

First preview video:


A few screenshots may be added after the new map and userinterface layout is designed and implemented.

I think i will give some test .exe to try on next update.

8
System / Can only access global variables in my thread
« on: November 07, 2013, 11:30:00 pm »
Sf::Thread can only access global variables in my project, but i think that should not be?
void RenderChunks();



In this example loadscreen can only be used if its declared out of main function.


int main(int argc, char **argv)
{
      // create a thread with RenderChunks() as entry point
      sf::Thread ChunkRenderThread(&RenderChunks);
      // run it
      ChunkRenderThread.launch();
return 1;
}
void RenderChunks()
{
   loadscreen = true;
   std::cout << "thread"<< std::endl;
   loadscreen = false;
}

9
SFML wiki / Sourcecode not working/mistake -> Recource to sfml image
« on: November 06, 2013, 11:26:49 pm »
https://github.com/SFML/SFML/wiki/Source%3A-Load-Image-From-Resource

if (!image.loadFromMemory(firstByte, rsrcDataSize))

should obviously be

if (!image->loadFromMemory(firstByte, rsrcDataSize))


10
General / Memory Management by loadfrommemory
« on: November 06, 2013, 10:13:12 pm »
Hello.
I got a small problem and i am kind of clueless about this because it should normally not be possible,
I have a chunk class which contains 3 textures and 3 sprites.
On chunk.update() i load the files from my website and put then into the texture like this
                                sf::Http http;
                                http.setHost("http://bla.de/");
                                sf::Http::Request request;
                                request.setMethod(sf::Http::Request::Get);
                                request.setUri("images/"+Bg);
                                request.setHttpVersion(1, 1); // HTTP 1.1
                                sf::Http::Response response = http.sendRequest(request);
                                std::string body = response.getBody();

                                BgTexture.loadFromMemory(body.data(),body.size());
                                BgSprite.setTexture(BgTexture);

Now i created 4 testchunks
      
chunk Chunk1("rpgbg_0","rpggraphics_0","rpgcolli_0",1);
                chunk Chunk2("rpgbg_0","rpggraphics_0","rpgcolli_0",2);
                chunk Chunk3("rpgbg_0","rpggraphics_0","rpgcolli_0",3);
                chunk Chunk4("rpgbg_0","rpggraphics_0","rpgcolli_0",4);


And i have a pointer which allways points to the chunk, which has to be drawn:
chunk* MainChunk = &Chunk1;

Everything nice so far, i switch stuff with hotkeys

                                if ( AreaSwapClock.getElapsedTime().asSeconds() > 1.F)
                                {
                                if(sf::Keyboard::isKeyPressed(sf::Keyboard::Num1))
                                {
                                        OldMainChunk = MainChunk;
                                        MainChunk = &Chunk1;
                                        std::cout << "test";
                                        ChunkRenderThread.launch();
                                        AreaSwapClock.restart();
                                }
                                }
And everything works. Pls do not ask why i do it how i do it, it´s necesary.
Anyways the update happens in a thread , which does this function and closes

void RenderChunks()
{
        loadscreen = true;
        MainChunk->update();
        std::cout << "thread"<< std::endl;
        loadscreen = false;

}




Well now the problem:
As more i switch the area as more memory gets allocated , obviously this happens but now what makes me really sick atm:
I tried a LOT of methods to stop this, at example i have put all chunk´s in a vector and if i change a chunk i first clear the vector, set him up from new and then update the chunk, so the old chunk objekt MUST be deleted and the memory goes free.
Well the ram did not care and as more i switched areas as more got allocated.

Then i tried to make a terminate function and filled the textures and spirtes with a clear dummy sprite and texture, so they take MINIMAL memory.
Well the memory usage was again going higher as more i swap and did not care.

I even tried to call manually destructors for the stuff, which i should not do, just fore testing, nothing changed.
The only possible way i see is that something with    MainTexture.loadFromMemory(body.data(),body.size()); goes in Sfml wrong and the used memory never gets deleted, even if the object which should contain it does not exist anymore.
Or do you have a other explanation?

11
Graphics / Transparent background
« on: November 05, 2013, 06:49:33 pm »
Is it possible to make a transparent background? I tried to clear the window with transparency but background just went black through this x.X
Thing is i´d like to make a launcher, but he whould be a pure image, without the sf::RenderWindow seen at all(With Style::none it´s just about the background x.X)

12
Graphics / Round View
« on: October 31, 2013, 08:53:23 am »
Hello,
i want to make a Minimap in form of a round circle.
I already managed it without problems to make a foursquare minimap with a second view, but is there a way to make it round?

13
Graphics / very strange gui error with network
« on: October 29, 2013, 02:21:32 am »
Hello,
I got a small big problem. Everytime, i use the sfgui and try to make a webrequest or something, i get a exception, i got no clue what causes this, any ideas`?

14
Graphics / HUD / Menue
« on: October 28, 2013, 08:36:10 pm »
Hello, i want to create a menue (like options, exit and so on) and a hud (Live bar, exp bar and so on) for my game, the thing is, when i draw it to a static position like -300,-300 from player position, it would be displayed right, but if the zoom lvl changes or the resolution, it would probably be fucked up. Can you give me some tipps?

And one more question, what are renderstates and how should i use them?

15
Network / Safe image as sf::Image with sf::http
« on: October 12, 2013, 03:47:08 am »
Hello, i think topic probably explains what i want to do, is it possible? I was able to safe the image as a string but that probably won´t help me much :/

Pages: [1] 2
anything