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Topics - scorch

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Graphics / Different views showing diferent stuff
« on: June 26, 2012, 07:41:29 pm »
So, I'm trying to integrate SFML2 views into my game engine. It happens that I found some issues.

First, for what I've understood about views, I draw the objects and then I create Views and draw them, and they will draw the parts of the scene they are focused in. So, is it impossible to draw things differently in different views?

This because I wanted to draw somestuff in different positions depending on the view (in one view they might be at the center, and in another they might be in the left-upper corner). Also, I wanted to not show some stuff on some views and show it only in another.

I've searched and I found no way of doing this.  :-[

2
Graphics / Lots of Objects in Game and SFML2
« on: June 22, 2012, 07:55:42 pm »
So, I'me building a 2D game engine and the main purpose is to create a top-down open-world shooter. Of course, open-world means lots of objects. So, I've searched in the foruns the best way to do this without decreasing performance a lot, however most of the topics were about SFML1 and Laurent stated that he wanted to change this stuff in SFML2. I've came to this conclusions, but I would like your opinion about them and more solutions, if you know any.

First, when loading the game the engine will compose a huge image with the objects that won't change during gameplay, like roads, buildings, etc... This can't be done when compiling because the maps will be dynamic.

Second, I'll try to render only stuff onscreen. I mean, if some object isn't visible, the engine won't even call the SFML draw function. I don't know if SFML handles this internally, so I'm not sure if this will make a big diference. The only problem about this is that I'm planning to use lights, and I'm not sure how to get over this problem. For example, if a light source is outside the screen, but close enough to get its light seen, it won't get rendered and that can be kind of akward. The only solution I see is to have a function for each kind of object that with it's given size and position determines if it is rendered or not.

Third, for not having to go through all the objects, I'll probably build some structure like a quad tree to make searching faster.

Fourth, I'll load objects as the player get's closer to them.

Thanks in advance,
Scorch

3
DotNet / SFML2.0 GetFrameTime()
« on: May 30, 2012, 09:16:22 pm »
So, I am using the RC of SFML2.0, and I can't find the method GetFrameTime() that was available in the RenderWindow class in the previous version (1.6). Am I searching wrong, or has it other name?

PS: I'm using the .NET binding. :)

4
DotNet / Check Cursor Visibility
« on: November 14, 2011, 10:22:52 pm »
Hi. I'm using SFML for my project, and I need to know if the Mouse Cursor is actually visible or invisible, instead of only shwing/hiding him. How can this be done? :)

Thanks,
Scorch

5
DotNet / Vista incompatibility issues
« on: August 06, 2011, 11:30:39 am »
Hi. I'm a .NET programmer and I am using SDL in my project. But then I saw you library, which has many features SDL lacks, and has also an official binding for .NET technologies. So I've downloaded the .NET SDK and tried the demos. Big problem: none of them work.

Then I read here in the forum a post where a user reported a compatibility issue with Windows Vista. It was something related to the rendering of the window. I would like to know if that is true, if there still is that bug, and if there are any ways to get around it.

Thanks,
Scorch :)

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