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Topics - Klaim

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General discussions / Android with VS2015
« on: November 03, 2015, 07:30:00 pm »
I am considering making a small project this weekend on Android and SFML and I would ideally use VS2015 but I am not familiar with the Android toolchain for SFML.

I was wondering if someone already tried to build and run SFML with a VS2015 android project?

I am considering several approaches but they all look like dirty hacks for now. Or maybe I missed a simple way to doit.

See: https://groups.google.com/a/isocpp.org/forum/#!forum/graphics

Apparently, from this message, Laurent should be contacted by Herb Sutter to discuss about the topic.

General discussions / Git repository: ignore file
« on: April 08, 2013, 11:41:50 am »
Is there a specific reason why there is no ignore file into the repository?

It would help to have one to avoid accidental commit of files generated by CMake (project files too).

General discussions / Some CMake remarks
« on: January 05, 2013, 11:47:52 pm »
I think there is a CMake related bug.
When I use SFML, or any other dependency on a project using CMake, I put a version in my project repository and use CMake

add_subdirectory( sfml ) # sfml is a directory

Which build CMake for SFML.

The problem is that the current CMake files assume that it's the only project being built.
First error is line 14 of the root SFML CMakeList.txt file:

# include the configuration file

${CMAKE_SOURCE_DIR} is the directory of the CMakeLists.txt file that is at the root of the cmake command. So in my case I have:

myproject/dependencies/sfml/*all files in the current V2 branch - I checked out few minutes ago*

So the include cannot find the directory. It shouldn't be relative to the cmake call directory, but to the CMakeFiles.txt being executed directory.

Solution: NEVER use ${CMAKE_SOURCE_DIR} but use ${CMAKE_CURRENT_SOURCE_DIR} instead.

This problem appear at several places in the CMake files, where what you want is not the current file directory, but the root directory of SFML sources.
To solve this the simplest way (that I use in my projects) is to define exactly where it is, in the root CMakeLists.txt file :


In the root directory of the library, then use it in all CMake scripts that need a directory relative to that directory.

I made a patch (attached) that does this, apparently fix the problem on CMake generation but I didn't try yet to compile the generated projects because...well, it's late.  ;D
I think it should be reviewed with care before admission.

Also, while I'm on the CMake subject:
 - why don't you use module paths declaration instead of including modules by hand? I see you do use module paths sometimes, but only in depths of the files. It would have been simpler to set the module dir in the root scripts and then just use modules where you need them. Is there a specific reason for this?
 - there is a lot of paths used that should be just the file name, because the file is in the same directory. Is it  voluntary?

Maybe it just need some cleanup from CMake litterate people. It took me a full year to get to the level I can understand some CMake organisation patterns that work, but I'm far from being an expert.

[attachment deleted by admin]

It is not about animation in sprites, but about movement.

I'm not sure if it's a basic element, but I think a library manipulating 2d and 3d vectors would make SFML more complete to achieve being the base for any kind of multimedia stuff.

Here is the idea point by point:
 - have a separate library for this, that would depends only on the positioning types, and the time system;
 - basic time-based movements;
 - bezier curve movement;
 - maybe "paths", made of several movements
 - maybe some procedural generators to build paths ( around shapes? )

Then, the other interesting kind of movement would be behavioural: steering behaviours.
A basic steering behaviours library that works with SFML types would be very very helpful as basic bricks for more complex behaviours.

Two problems with this idea:
 1. I'm not sure if it's a good idea to have it in SFML itself, but I believe it is the only thing that SFML miss for me (not even graphic animations). What do you think?
 2. Steering behaviours can be hard to get right if you start implementing more advanced algorithms, so I would only implement the most basic ones and maybe have ways to combine them.

I would love to make such a library myself but I am stuck with projects not using SFML at this very moment, so I might participate later in this, even if it's not an SFML library.

Oh by the way I forgot to say something: this would help to quickly build nice graphic applications in current modern OSs that use and abuse from movement ( that is the only thing that makes graphics durably efficient and memorable).

General discussions / SFML on Mobile
« on: May 02, 2012, 08:20:01 am »

For my dayjob I want to be able to consider using SFML as a basis of my projects. However, SFML is not available on my main target platforms IOS and Android.

So, I consider maybe helping with this, but I don't have much time to estimate correctly how much time it would take. Here is my question:

What have to be changed or developed in SFML to allow IOS and Android?

My current guess:

 - re-implement platform-specific cpp
 - some special work in CMake files? it's not clear to me what but I guess it depends on the target specificities?
 - force using OpenGL ES instead of OpenGL?

Any help to make a consistent list of what work is required would help me decide if I can afford working on this (and giving back to the project/community, obviously).

General discussions / SFML2 CMake - Project using only CMake
« on: April 28, 2012, 05:19:08 pm »
I want to test SFML2 with a CMake-only project, so I just write this:

cmake_minimum_required( VERSION 2.8 )

project( game )

add_subdirectory( sfml )


add_executable( game ${GAME_ALL_SOURCES}  )
target_link_libraries( sfml-main sfml-system sfml-window sfml-graphics sfml-audio )

My sfml folder contain the current sfml git repository clone.
Without the last line I got no error, but with the last line I got:
CMake Error at CMakeLists.txt:13 (target_link_libraries):
  Attempt to add link library "sfml-system" to target "sfml-main" which is
  not built in this directory.

CMake Error at CMakeLists.txt:13 (target_link_libraries):
  Attempt to add link library "sfml-window" to target "sfml-main" which is
  not built in this directory.

CMake Error at CMakeLists.txt:13 (target_link_libraries):
  Attempt to add link library "sfml-graphics" to target "sfml-main" which is
  not built in this directory.

CMake Error at CMakeLists.txt:13 (target_link_libraries):
  Attempt to add link library "sfml-audio" to target "sfml-main" which is not
  built in this directory.


I'm  not sure what I'm doing wrong here... ?

It looks like the sfml projects can't refer to each other once I've included the projects this way.
I dont understand... is the problem from my CMake script, or from CMake or from the SFML CMake scripts?

For learning purpose, I'm planning to write a more complete variant of this game (made with SFML but incomplete) but in a fully parallellized way.

At the moment I think I'll use Inter Threading Building Blocks to make sure everything is portable, with SFML of course.

Now, as SFML provide thread interfaces, I was asking myself if you would go as far as to provide a basic implementation of task scheduling in the future?

As SFML don't provide it yet, I'm still wanting to use TBB but maybe I missed something?

General discussions / CMake feedback
« on: April 20, 2011, 11:26:20 am »

I'd like to have some feedback about the use of CMake so far for your team.
I'm trying to use it for an open source project but I'm having a hard time and I'm starting to think that some alternatives might be better (like PreMake) but less complete for the moment.

Any feedback, positive, negative, things to know or to understand before getting fluent in CMake, would be useful to me.

General discussions / Compo Preparation : Recent SFML 2.0 Stable Revision ?
« on: December 13, 2010, 06:52:31 pm »

I'm preparing to participate to the next coming Ludum Dare competition (48h to make a game, this week end) and I want to use SFML 2.0. However it's not yet available as "stable" release.

So, if someone can point me to a recent 2.0 revision on svn that would be tested enough for me to build a basic game (I'll only have 48 hours after all), it would be helpful. I ask here before testing the last revision because I don't know if some current developpement added some temporary regression to the whole.

Once I start with a specific revision, I'll prepare to make me familar with it befor the event to be ready for showdown.

SFML projects / Radiant Laser Cross
« on: November 24, 2010, 10:42:51 am »
Hi, I'm making (when I'm tired about other projects) a kind of experimental shmup using SFML (1.6).

It's all open source, started as a 1 work-day week so it's currently badly coded but at least the player's ship gameplay works.


There's a video of the current state in the link.

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