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Topics - jabza

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1
Hi,

I'm trying to create a CMakeLists.txt file from scratch for my project. I've compiled the most recent SFML2 source as static libraries. However when building the file I get the following:
mingw32-make.exe[3]: *** No rule to make target 'C:/SFML-2.1/lib/libglew32.a', needed by 'Corruption.exe'.  Stop.

My CMakeLists.txt can be seen here: http://pastebin.com/CguyS83F
I've copied the most recent FindSFML.cmake file into my CMake Modules folder, and have followed the linking statically guide. I'm linking the SFML_DEPENDENCIES too.

Any idea as to why I'm getting this? Thanks for the help.

2
Hi,

As I understand it, sf::Transform should be used for any transform operations that are not covered by the higher level sf::Transformable 'helper' class. My issue is as follows:

In my game I have a boat, on board the boat is a selection of 'crew members' which I would like to move freely around said boat. Effectively I want to 'glue' the crew member to the boat. Originally I did this by setting the crew's position to boat's position + an offset, however this felt wrong and although it did partly work obviously when the ship rotate the crew members do not. I've come to the conclusion that I must somehow 'merge' the boat and crew member's transform, but I'm not sure exactly how to go about it. Technically I want to set the origin of the crew member to that of the boat.

This is what I have so far:

void CrewMember::update()
{
    //Glue the crew member to the boat.
    sf::Transform boat = m_pVessel->m_decks[0].getTransform(); //The boat the crew member is on.
    sf::Transform crew = m_avatar.getTransform();

    crew = crew.combine(boat); //Merge the transforms?

    m_avatar.setPosition(crew.transformPoint(m_avatar.getPosition())); //Update the crew member to the correct position.

}

So far I've had no luck, any suggestions?
Thanks in advance!

3
SFML projects / Sea sandbox, a procedural sandbox based sailing game
« on: January 12, 2013, 01:09:26 pm »
Hi everyone,

Seabox Sea Sandbox(working title) puts you as captain of a vessel and its crew, with which you can use to explore, trade and fight in a procedurally generated world. With the world gen side mostly complete, I'm starting to work on game mechanics.

Update 1:
This weekend I spent a lot of time adding some core functionality. Crew management, sailing physics and most importantly, clouds. Each mast is now a 'work station' where you can assign crew members to work. Each crew member has a skill level in various areas, rigging and using cannons for example. There are various work stations, improper management of your crew will 'hopefully' result in you being dead in the water. Each work station produces an 'efficiency', which is determined by different factors.

A weather system allows me to change wind speed and direction. Clouds are actually rather important as they are a visual indicator for wind direction. Adjusting your sails, both height and direction will be important for sailing as fast as possible. The ideal scenario is all your masts are diagonal to the wind (so no sail is blocking wind to the one in front of it).

Clouds:
http://i.imgur.com/DD7vT.jpg

Here is an early screenshot of the world generation making use of Perlin noise:
http://i.imgur.com/KZkKW.png

World zoomed out 100%:
http://i.imgur.com/d6Gpd.png

Early vessel design:
http://i.imgur.com/vic6S.png

That's all for now.

Update 2: http://en.sfml-dev.org/forums/index.php?topic=10273.msg93705#msg93705

4
General discussions / sf::HappyNewYear
« on: January 01, 2013, 05:27:14 am »
Hi, first time post from a long time lurker.

Just wishing the SFML community a happy new year. I'd like to thank Laurent for his awesome work on SFML2, after switching between countless 2D libraries it's refreshing to work on game play over low level complexities. I look forward to seeing what the next year holds for SFML. I keep meaning to post progress of my current project, hopefully I'll get around to sometime this year.

Happy Dev'ing!

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