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Topics - ekun

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Feature requests / XInput support in SFML?
« on: April 07, 2016, 02:05:10 am »
I'm currently implementing XInput and DirectInput support for our game, and I was wondering if XInput support belongs in SFML. If so, I wouldn't mind submitting a pull request when I'm done.

The current sf::Joystick uses the Windows Multimedia API, which works decently for most use cases. But having official support for XInput adds some useful things.
  • It fixes the annoying bug of not being able to press L2 and R2 at the same time.
  • It lets us easily detect and use a standardized controller configuration, instead of manually checking against a long list of different product ids and vendor ids.
  • It allows us to send controller vibration events if SFML ever decides to add them.
Because XInput doesn't support certain controllers, it needs to be implemented alongside winmm or DirectInput for full gamepad support.

As a side note: my preliminary testing using DirectInput over winmm seems to indicate improved performance. It looks like winmm's joyGetPosEx(...) occasionally takes a lot of time to execute, but I need to do more testing to see what's going on.

SFML projects / Vagante is now on Kickstarter!
« on: August 29, 2014, 12:40:01 am »

Trailer: https://www.youtube.com/watch?v=f8bamfbDHUw

Website (Free Demo Download): http://vagantegame.com/

Kickstarter: https://www.kickstarter.com/projects/nukenine/vagante

I first discovered SFML four years ago and I fell in love. I was still a student back then, but I used it in many small projects over the years.

About one year ago, I quit my software development job to make games full-time as an independent game developer. We've been working on our first title, Vagante, for over nine months now. It goes without saying that we're using SFML  :)

It's difficult to find many big games that use SFML, so I'm happy to answer any questions about our game or our use of SFML. ;D

SFML projects / The Hallowed Orb
« on: December 16, 2013, 05:22:08 am »
Hey guys!

Long time SFML user here. I wanted to share the Ludum Dare game I made using SFML (again).

It's called The Hallowed Orb.

Here's the link: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=3876

I also streamed my development, so you can check out the VODs and my process here if you'd like: www.twitch.tv/ekunuke/profile/pastBroadcasts


General / Building my project for OS X on a PC?
« on: August 23, 2012, 09:54:40 pm »
Hey everyone, it's been a while :) Very glad to see SFML 2 RC has come out! Super awesome.

So I participate in http://www.ludumdare.com/, a semiannual game jam, and one of the things I want to do this time is to build my project for Windows and Mac. The thing is, I don't have a Mac myself. Is there some way I can go about building a Mac version of my SFML project? How have other people handled this?

Thanks for the help~

General / R605 Pure Virtual Function Call on Close
« on: November 10, 2010, 08:05:40 pm »
Nevermind, it seems after searching this is a problem with my graphics card driver...

Intel Graphics Media Accelerator 3150

I will post if updating the driver fixes it.

EDIT2: My drivers are up to date...

I am however using Codeblocks mingw

I'm going to try reinstalling codeblocks....

Window / Problem using SFML 2.0 and OpenGL
« on: November 02, 2010, 06:59:17 pm »
I'm having trouble setting up an OpenGL context using a SFML window.

What steps should I be following?

I've tried manually adding search directories to a local copy of glew, and includng glew.h in my project. But this gives me undefined reference errors.

General discussions / Full list of SFML2 changes?
« on: October 26, 2010, 07:56:13 pm »
I decided its time to upgrade from 1.6 to 2.0, and I already set everything up. However, going back and changing all of my code would be much easier if there were a full list of SFML2 changes. Is such a list available?

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