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Topics - Jebbs

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Audio / Why InputSoundFile::openForWriting?
« on: August 05, 2017, 07:24:11 pm »
Why does openForWriting exist in the InputSoundFile header? It seems to be a leftover from SoundFile and has no definition in the cpp file. InputSoundFile should provide read-only access to the file anyway, so this is a weird method to have.

Can it be gotten rid of?

D / DSFML hits version 2.1!
« on: October 07, 2015, 09:00:14 am »
I know I know. Version 2.1?! I'm so far behind! (blame school)

This is an important milestone for the project though. There was a ton of bug fixes (mostly with the api), and I even managed to put up a (crappy) website featuring documentation, tutorials, and downloads. It also passes all unit tests, meaning everything should be functional now.

Checkout the repo here and the C binding this wrapper uses as a backend here.

SFML game jam / Next Jam
« on: March 18, 2015, 08:30:01 pm »
Hey all,

With zsbzsb doing some fantastic work on the website (seriously, check it out) we need to figure out when the next jam will occur.

Either sometime this spring or sometime this summer would be a good place to start. Anyone have any suggestions for actual dates? Once I get a feel for times that work best I'll put up a poll and get can get it nailed down.

D / Shared/static library naming advice
« on: February 11, 2015, 08:11:02 pm »
Hey all,

I'm gearing up for the next release of DSFML, and there was one issue that I can't really decide on my own as I am not sure what is best. I wanted to get some advice from the community before I made a final choice.

My dilemma is that the naming conventions of the libraries needed to get DSFML going are a little wonky. If you don't use DUB, then you have to link to two sets of libraries to get everything building correctly. The back end (C/C++) shared libraries use dsfml-xxx, and the front end (D wrapper code) uses dsfml-xxx-2. This has caused confusion for more than a few people.

I have thought of a couple of solutions, but I am not terribly happy with any of them.

So far I have:

  • Rename the back end to something else, such as dsfmlc-xxx, and use dsfml-xxx for the D wrapper code.
  • Rename the front end library names to something else to make it more apparent that they are the wrapper code, perhaps dsfml-xxx-lib.

I know this is a weird question to ask, but I don't really get a lot of feedback on this kind of thing when I try to discus it with the users on github.

People that don't use D are welcome to chime in as well. :P

Graphics / Weird issue drawing on OSX..kind of..
« on: January 28, 2015, 07:56:33 am »
This is related to my binding so it is probably my own fault more than anything else, but I am hoping someone can at least point me in the right direction as to what might cause something like this.

Basically drawing works correctly for SFML, but not DSFML. Check it out:

My guess is that something crazy is going on with the vertex arrays, but who knows?!

Oddly enough, no one that uses my binding has reported this happening. It only seems to have happened to me so far. I am currently attributing it to my very old and crappy Mac box. You don't even want to know the specs. It'll make you cry.

Any speculation is welcome.

SFML game jam / Potential Schedule
« on: July 12, 2014, 10:32:37 pm »
Hey all,

I have been putting together some thoughts on getting the jam automated, and I am at a point where I am trying to nail down an actual schedule for when things will take place. Since we will be switching to voting rounds, I obviously want to give enough time for that in case we need to do many rounds, so things are set out far in advance. I'm just looking for people's opinions on if the ranges for things are too long/short.

Here's what I got:
2 months before the jam starts theme suggestion opens
2 weeks later theme suggestion closes
1 day later first voting round starts
5 days later first voting round closes
1 day later second voting round starts
5 days later second voting round closes
repeat voting cycle
1 hour before jam starts theme is announced
Jam goes for 72 hours
Entry submission opens 24 hours before jam ends
Entry submission closes 1 hour after jam ends for the stragglers and slowpokes

This gives us time for 6 rounds of voting, and plenty of time to get a game done and submitted. The only things I am thinking of changing at the moment are increasing the time people are allowed to submit and closing entry submission a little earlier.


D / Upcoming changes to DSFML
« on: July 08, 2014, 04:21:20 am »
I posted about this on the D forums, but I should have probably mentioned it here as well. Also note that this notice is targeted at DUB users.

I am in the process of working on getting DSFML 2.1 rolled out, and will start pushing some of my code into my github repo tomorrow. In order to make sure the new code doesn't mess with any existing DUB projects, please change the dsfml dependency in your dub.json from "~master" to "~2.0".

As always, feel free to email me or open up issues on github if you have any problems with DSFML.

project: https://github.com/Jebbs/DSFML
email: dehaan.jeremiah@gmail.com

Audio / When might the SoundBufferRecorder not record?
« on: June 30, 2014, 02:43:56 am »
This might not be relevant anymore as my binding is still in 2.0 land, but I was curious when sound recording with the SoundBufferRecorder might not work.

Here's some context:

I'm using the sfSoundBufferRecorder methods from CSFML. No matter what I do, I can't seem to record anything. Thinking it might be some strange C++ to D thing I have altered sfSoundBufferRecorder_getBuffer to write the duration of the sf::SoundBuffer to the console before it updates the sfBuffer, but even there, it is always 0 as nothing was apparently recorded. sfSoundRecorder_isAvailable does return true, so I'm a little stumped.

Has any of this changed between 2.0 and 2.1? Could it have something to do with my own computer? Any help would be great.

General discussions / Google Summer of Code?
« on: June 20, 2014, 06:49:39 am »
Other than this, I have found no mention of SFML being a part of Google's summer of code. Has there been any plans to make this happen in the future? I think it would be pretty cool.

SFML game jam / Game Submissions now open
« on: June 02, 2014, 07:05:04 am »
With about 10 hours to go, game submissions are now open!

Hope everyone is still sane! I can't wait to see the games. :D

SFML game jam / And the jam starts!
« on: May 30, 2014, 04:08:59 pm »
The theme for this jam is "Puzzle."

Good luck and have fun!

SFML game jam / Voting is now live!
« on: May 29, 2014, 06:36:31 pm »
Voting will be left open until the theme is chosen, but don't forget!

SFML game jam / 3rd SFML Theme Suggestions are now open!
« on: May 28, 2014, 07:08:26 am »
Hey all,

First off, sorry about the wait. Both myself and zsbzsb have been quite busy, so I only now was just able to get around to opening the theme suggestions. I know the timing isn't the best. :(

That said, you can now submit your suggestions!
go go go

SFML game jam / 3rd SFML Game Jam soon!
« on: May 21, 2014, 07:02:25 pm »
Just wanted to remind everyone that the 3rd jam will be starting on the 30th of this month. I'll be opening theme submissions pretty soon, but until then start brainstorming some ideas!

D / New C Test Branch
« on: April 28, 2014, 09:26:31 am »
Hey all,

I've been thinking about this for a while and finally got around to it today. I took my DSFML-C binding and merged it directly with the SFML sources. This is interesting to me because it allows for some cool things, like being able to build statically, having direct access to some of the things in SFML(like image's implementation stuff), and it fixes a strange issue on Linux that I had, as well as probably fixing this guy's error(https://github.com/Jebbs/DSFML/issues/65)

Some things still need to be cleaned up, but it works as far as I can tell!(Tested it on Windows and Linux just now).

If any one else wants to test it out you can either download the sources here: https://github.com/Jebbs/DSFML-C/tree/Merged (The building process is the exact same as building SFML)

Or check out the ones I build myself.
Linux x64
Windows x86

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