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Topics - MJBrune

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1
Graphics / SF::Font - somehow a glyph getting corrupted.
« on: July 04, 2018, 03:13:27 am »
So first off the direct issue can be seen in the following image:



The issue is that the letter K is instead just jumbled. This happens rarely and maybe once every 20 game launches.

The game has a font manager singleton that holds an sf::Font currentFont and is loaded via loadFromFile from the options singleton that I have in the game. So reloading the font fixes this issue. Each state's SF::Text's loads the font once, on their construction.

So is it possible for like the glyph in memory to move and thus for this to happen because a glyph is pointed at garbage?

Thanks

2
I load all of my small sound effects on start and it's only 11 files totaling about 40 mb. Before in 2.3.2 the load time for this was smaller than a second. Currently it can take up to 30 seconds. A far longer delay in sound loading.

I basically do this:

void AudioManager::loadSound(std::string directoryPath, std::string soundFile)
{
   if (!soundBufferManager[soundFile])
   {
      soundBufferManager[soundFile] = new sf::SoundBuffer();
      soundBufferManager[soundFile]->loadFromFile(directoryPath + soundFile);
   }
}

Where audiomanager has this in it's constructor:

   std::vector<std::string> soundFiles = AWT::getWavFiles(AWT::getAssetFolder() + "sounds/effects");

   for (auto filename : soundFiles)
   {
      loadSound(AWT::getAssetFolder() + "sounds/effects/", filename);
   }

So basically I just load them all up and play them whenever and the sit in memory cause they are small.

The sounds themselves haven't changed and if I go back to 2.3.2 the sounds load much faster.

Any ideas? Should I just attempt to disperse the loading? even then each sound file can take up to 2-3 seconds.

3
So I recently upgraded to 2.5.0 and noticed that closing my game now ends with this: https://i.imgur.com/7RewYmi.png

Rolling back to 2.4.2 I notice other issues and I am upgrading from 2.3.2. Additionally this is of course windows only it seems.

I believe the core of it is the steam overlay calling the disconnection of a controller but. I don't even have a controller plugged in during these tests. Additionally and slightly unrelated but isn't directinput a bit old? Does SFML also have support for Xinput?

4
SFML projects / The Away Team - Sci-fi Interactive Fiction
« on: July 07, 2016, 03:31:52 am »

Genre: Sci-fi Interactive Fiction
Target platforms: Windows on release. Linux and Mac OS depending on demand.
What is used: C++11, SFML, LuaBind, JsonCPP, RichText (https://github.com/Skyrpex/RichText)

Steam: http://store.steampowered.com/app/426290/
Website: www.awayteam.space

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