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Topics - JonathanCR

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General discussions / 2D skeletal animation with SFML?
« on: September 07, 2020, 08:47:03 pm »
Hello everyone,

The title speaks for itself really. I'm interested in incorporating skeletal animation with sprites into my project. I don't mean displaying animations that I've created in animation tools such as Spine, I mean making the animation in the code itself - creating bones, linking them to each other and to sprites, moving them, and so on.

Does any library exist for doing this, in a way that's compatible with SFML? Perhaps trying to write one myself would be an option, but for three things:

(1) I really don't want to spend ages reinventing the wheel, especially when this isn't the main focus of what I'm interested in.
(2) I'm not really a very good coder and probably don't have the skill.
(3) I would really like to use IK chains, and I *definitely* don't have the skill to program those!

Any ideas? I'd be grateful for any pointers!

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Hi everyone,

Please forgive my ineptitude. I'm a beginner!

I'm using nanogui (https://github.com/mitsuba-renderer/nanogui) in my program and would like to allow SFML to render onto a nanogui window (or screen, as it calls it). I understand that I can do this by getting the window handle of the nanogui window, but I don't understand how to do this.

I have tried this:

    int scwidth=1024;
    int scheight=768;

    nanogui::Screen *screen=nullptr;

    screen=new nanogui::Screen(Vector2i(scwidth,scheight),"Project Name");
   
    sf::Window (sf::WindowHandle(screen));

But that doesn't work, as I didn't really think it would. It builds fine and runs, but hits the dreaded EXC_BAD_ACCESS at that last line.

So how *do* I get the window handle of the nanogui window and use it in the sf::Window constructor?? I'm doing this on Mac in Xcode.

Thank you for any light anyone can shed on this...

3
General / Installing SFML on Mac
« on: July 14, 2019, 10:51:19 pm »
Hi everyone. I'm new to C++ and to SFML (obviously, given my problem!) so please be gentle with me! I am using Xcode 10.0 on High Sierra.

Simply put, I cannot seem to install it. I have followed the instructions here at https://www.sfml-dev.org/tutorials/2.5/start-osx.php . I have done the following:

Put the contents of the Framework folder into my /Library/Frameworks folder.
Put the contents of the extlibs folder into the same folder.
Created a /Library/Developer/Xcode/Templates folder and put the contents of the templates folder into it.

Running Xcode, I find that the SFML templates are present and correct. I choose the SFML App template. But the code as it stands doesn't build. It says: "Command PhaseScriptExecution failed with a nonzero exit code". (This is puzzling as I can't find such a command in the code.) It also gives me a warning, which says: "Traditional headermap style is no longer supported; please migrate to using separate headermaps and set 'ALWAYS_SEARCH_USER_PATHS' to NO."

I've tried adding #include <SFML/Graphics.hpp> to an existing project just to see what happens, and it says it cannot find the file.

I can see that there are header files in the download folder, in the subfolder "include". But there are no instructions about what to do with these. Should I be copying these somewhere? There is no "include" folder in my /Library folder. I have tried creating one and copying these files over there, but it makes no difference.

Apologies if I'm missing something very obvious - as I say, I'm new to all of this and this is the first time I have tried to install any libraries.

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