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Messages - zmertens

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This is also the first SFML book to tackle the topic of networking ...

Didn't the first SFML book cover this in the last chapter? Either way the book looks great and interesting!

General discussions / Re: Android with VS2015
« on: November 05, 2015, 04:50:18 pm »
I haven't used VS2015 but I did get it working using Android Studio 1.2 or 1.3 on Linux following the wiki tutorial on GitHub.

Feature requests / Re: Support for custom shader attributes
« on: November 04, 2015, 06:29:36 pm »
I like this idea too. I actually ran into an issue regarding attributes using SDL and OpenGL ES 3 on Android. The problem is stated on this Stack Overflow post http://stackoverflow.com/questions/33204217/opengl-es-3-instance-render-fails-but-works-on-desktop . Basically, I couldn't use layout qualifiers because the GLSL driver (or something) was not laying out the mat4 attribute like 4 consecutive vec4's like it normally should. So I had to either get the attrib location or bind it manually.

Now, this might not be an issue for SFML since mobile support isn't quite there yet but I thought it would be worth mentioning.

General discussions / Re: Why do so many game take so much space?
« on: September 14, 2015, 06:51:41 pm »
Definitely the assets. I think the big Blizzard games are like 10GB each or so (at least SC2 was last I checked).

General discussions / Re: Android and iOS ports available for testing
« on: August 02, 2015, 09:41:55 pm »
Well, I got it all figured it out and I got the example program running on my phone using Android Studio (My phone is a LGL41C with Android version 4.4.2). I had to create the project manually in Android Studio which was not hard at all since I had played around with the NDK already. I couldn't import the SFML android example though because Gradle couldn't be configured from the project, so I just copied everything over by hand. I also added the JNI stuff to my app build.gradle file so it looks like this:

(click to show/hide)

I followed information from this Stack Overflow Q

I couldn't hear any sound from the example but I was able to move the icon around with my hand. I hope to play around with it more later on.

I am getting spammed about an error: "Failed to activate window's context" which I think I have seen mentioned here already several times and not to worry about it.

Last, I have a quick CMake question. Is there some way I can use CMake-GUI to build the libraries (armeabi, mips, etc)? I tried to by adding the variables that I normally would use from command line and it couldn't seem to figure out I wanted Android and not desktop SFML, so I'm probably not adding the right variables. I had no issues using the command line CMake from the example after following Mario's suggestion above.

General discussions / Re: Android and iOS ports available for testing
« on: August 02, 2015, 01:29:10 am »
I'm interested in learning how to set up the SFML for Android build. I'm using the tutorial from the wiki and I ran into an error while running cmake:

(click to show/hide)

I checked and double checked my PATH variables to see that they pointed to the Android SDK directories and NDK. My directories are set up like /example/SFML/ and then /example/SFML-build-mobile and I am using CMake-GUI.
I have been able to run SDL's sample android project so I 'm sure ndk-build is working at least for that project.

I'm using CMake, Linux Mint 17.2, and I'm building off the SFML master branch (26fc872844) if that helps any.

-- An idea just popped into my head, do I need a specific Android SDK API level? I only have 18 and 21 or 22 right now.

SFML projects / Re: Zeran's Folly
« on: July 30, 2015, 01:06:03 am »
I love your artwork. Catchy music. Still no download available?

That looks awesome. I definitely got a Sonic vibe from it too. It should be on Steam!

Feature requests / Re: Simple method for Centering Window Position
« on: July 29, 2015, 05:37:22 pm »
Yeah I thought about it some more in the morning and it seems pretty convoluted. I was also think adding something like a bit flag along with "sf::Style::Resizeable | sf::Style::CenterWindow" and what not but I don't that would be very elegant either.

Which screen?  ;)

 Oh yeah ... :o

Feature requests / Simple method for Centering Window Position
« on: July 29, 2015, 07:01:56 am »
I think it might be beneficial for the SFML library to have a quick method for setting the window in the user's screen center. I'm sure this has been thought of before by SFML devs, however, I don't see any discussion in the forums that I could find. Here's a quick and simple look at how I think it might be implemented in the Window class.

For instance, at line 220 in SFML/src/SFML/Window.cpp:
void Window::setPosition(const Vector2i& position)
    if (m_impl)

could be called using something like:

window.setPosition(sf::Vector2i(sf::Window::CenterHorizontal(), sf::Window::CenterVertical()));

Where sf::Window::CenterHorizontal/Vertical are static public methods that calculate the equivalent call:

window.setPosition(sf::Vector2i(sf::VideoMode::getDesktopMode().width * 0.5 - window.getSize().x * 0.5, sf::VideoMode::getDesktopMode().height * 0.5 - window.getSize().y * 0.5));

I'm sure there'd be better ways to implement this functionality within SFML's API but this was a quick way to illustrate what I was referring by setting the window to the user's screen center. I realize it's not very much code to replace but I think it does reduce some clutter in the call. Part of the inspiration was from SDL's library with regards to:
SDL_CreateWindow(titleString.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, windowWidth, windowHeight, SDL_WINDOW_OPENGL);

Feature requests / Re: is sfml using modern rendering API
« on: July 29, 2015, 05:49:59 am »
Also, Mr_Blame, SFML is modular in the sense that you can set up your own OpenGL rendering scheme by simply using a sf::Window object and something like GLEW to initialize OpenGL functions.

General discussions / Re: SFML 3D logo
« on: July 26, 2015, 08:15:03 am »
Nice, thanks for fixing the format. Also, if the .blend file requires 2.74 does that mean any version 2.74 or higher will work? I just started really using Blender a couple weeks ago and I'm not too familiar with its backward compatibility yet.

General discussions / SFML 3D logo
« on: July 26, 2015, 01:12:44 am »
I worked on a very basic 3D logo (using Blender) for a project and I came up this:

I attached the .blend file below and you're free to use it for anything if you fancy. I was going to use it as a splash screen (and give it some rotation). You'll need to use OpenGL and will have to parse the .blend file, or you can export it to wavefront object and that's pretty easy to parse.

SFML projects / Re: Testing out real-time (GLSL) raytracing
« on: July 16, 2015, 07:00:55 am »
I have a new video to add with the camera working, 40 spheroids, and (semi-working) reflections:


This tutorial helped me finish up the 3D camera for the raytracer. I also managed to get reflections working. I already knew how to do it but I haven't done it using iteration before (since GLSL doesn't use recursive function calling). But the reflections aren't working correctly.

This is still a sandbox sort of project but I'm happy with what's working and I think it looks pretty neat. If I can fix the reflections I'll probably add refractions and I want to try soft shadows, and I'm going to need use the computer shader I think to optimize the program.

SFML projects / Re: Testing out real-time (GLSL) raytracing
« on: July 04, 2015, 05:31:34 pm »
Looks quite interesting. Do you plan to do anything specific with it?

It's mostly for fun and experimentation. I think I'm going to try to intersect more objects and maybe try some more interesting effects. I'm interested in compute shaders so if I can figure those out I can do all the intersection tests outside of the fragment shaders which could speed the program up. I'm toying with the idea of making a basic game like pong. I need to fix the camera system first though.  ::)

SFML projects / Testing out real-time (GLSL) raytracing
« on: July 03, 2015, 09:38:05 pm »
I've been playing around with making a real-time raytracer using OpenGL (and SFML for window management). I got a pretty simple scene down but the camera is broken. Here's a very brief video:


I'm using the same camera system I use for my OpenGL projects, but I think there's an issue with the coordinate system. The camera rotation isn't working but the movement appears to work decently (at least forward and backward). I think that I need to transform the vertices of the objects into view space using the ModelViewProjection matrix which is what I normally would do using OpenGL:

layout(location = 0) in vec3 VerticePosition;

uniform mat4 uMVP;

void main()
    gl_Position = uMVP * vec4(VerticePosition, 1.0);

However, I'm not sure how to emulate this with the purely GLSL raytracer raytracer. I found an example on GitHub which I'm working on reverse-engineering for educational purposes.

I have my code on GitHub if anyone's interested in checking it out. I used the C++ raytracer in the same repo as a guideline. The GLSL version is not optimal but more focused on getting the job done for testing purposes. I'm interested with the idea of learning compute shaders and maybe making raytraced Pong or something which could be cool.

I'm interested in any comments or critisicms of course!

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