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Messages - KoeKhaos

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1
General discussions / Re: Fundraiser for a Mac mini
« on: September 16, 2015, 03:14:49 pm »
Got my donation in, better support for the evil lower case i devices is something I would like if I ever get to the point I can publish a game. Out of curiousity, what is the plan for the system? Set it up in one of he developers houses and have remote access available for the various devs? Thanks again for the hard work!

2
Graphics / Re: How does draw work?
« on: July 08, 2015, 08:24:28 pm »
Thanks again, I did read through them all but there is a lot to read and I forget things... Just ask my wife! And yes, I feel a bit silly that I didn't find these when looking through just now. Completely forgot about the FAQ when searching. Definitely gave me some stuff to focus on now. As for the other stuff, I'd really not get anything done if I was working on console stuff still because I'd be too bored. For me, right now, as long as I get something working that I can see it is a good movement forward in learning so that's my goal and SFML is proving to be quite nice for it. :) Still some things that completely boggle my brain like Lambda expressions, but I'll get there slowly! Thanks again!

3
Graphics / Re: How does draw work?
« on: July 08, 2015, 07:56:04 pm »
I took a quick glance at that and will read more deeply, thanks. I was mainly curious about why it was that caused it to be slow and I see that article vaguely mentions it though not in much detail.

Your second part is a point I keep seeing being made and I can't really agree with it. If I don't do something interesting I won't learn anything because I won't do anything. I've been trying to learn C++ for about 4 years now and still don't understand much. I've read over 10 books on C++ and watched three entire c++ tutorials on SFML and Allegro as well as other small videos. I fear I'm just a very slow learner with this type of thing but I have 0 artistic abilities in other areas while with programming I think with perseverance I can actually create something eventually which is a dream of mine. This isn't something that just clicks for me so the only way I learn is to actually do something I want to and figure it out as I go. I've learned a great deal about C++ simply from applying it and fiddling with it until it works with SFML. I'm a very hands on learner and just reading things makes almost no sense to me. So, basically, I'd argue that learning C++ from C++ books AND SFML at the same time is a very good idea as I can actually put into application what I learn in the books so it makes sense in a real sense for me.

I did try looking at the source, but to be honest it's still beyond me at this point to really understand. Was just hoping for a simple explanation to start on.

I hope you don't take me as ungrateful, however. That article you gave me really does look interesting though and I am thankful for your response and link. :)

4
Graphics / How does draw work?
« on: July 08, 2015, 05:55:06 pm »
I'm new to programming in general and so I don't really understand a lot of things but I've been working on a general star background generator and came up with a method that works nicely. The problem I have is that a lot of stars seems to slow it down greatly. A lot of stars being around 30,000 or more. Seeing as there are much more complex and numbered textures in video games I feel like this should be easy for a modern computer. I tried commenting out various parts of the code and narrowed it down specifically to the draw call. At first I thought maybe my stars vector was copying instead of passing by references, but I tried to change it specifically to references and got it working but that didn't make it any faster. I'm only using a small png with a few star shapes for a template and only load it once and just apply it to multiple sprites so I didn't think the resource itself should be slowing it down since it's just one reference used multiple times. Am I missing something important in how draw works? Thanks for any help, tips, etc!

The short: How does draw work and why is it slow when redrawing from a single resource reference of a small png? Is it just a limitation for the number of draws it can do efficiently or am I just probably doing something wrong?


void Stars::render(sf::RenderWindow *temp)
{
    for(size_t i=0;i<starsVec.size();i++)
    {
        temp->draw(starsVec);
    }
}

5
General discussions / Re: 50% Discount on SFML e-books!
« on: June 07, 2015, 12:41:49 am »
I managed to buy all three books for 50% off. Did it with two purchases. You get a 50% voucher on first book when you sign up as a new customer, then I did the second order to get the other two books 50% off with this voucher. Quite happy! :)

6
General discussions / Re: 50% Discount on SFML e-books!
« on: June 03, 2015, 10:21:54 pm »
Yeah, their algorithm appears to list the exact match first then anything that even uses one of the letters in your search. Kinda a good idea if you want maximum exposure of your products to the customer. I contacted Pakt and got an automated response back... but the auto response included a 50% discount for new customer so I think I will try just placing two separate orders to get all books 50% off! :)

7
General discussions / Re: 50% Discount on SFML e-books!
« on: June 03, 2015, 07:38:35 am »
Looks like SFML Blueprints is not included in this discount? Was about to buy all three books...

8
Apparently I am missing something about anti-aliasing. I was under the impression it was a method of smoothing transformed objects during runtime and not simply an art style... So is the setsmooth simply not used by anyone?

9
I read another post by Laurent mentioning about floating point. My application uses a spaceship so it does lands on floating point locations. Does this mean that non pixel perfect, is that the right term, objects will simply not display right when setsmooth(antialiasing?) is enabled and the sprite is not precisely centered on a pixel?

10
I'm using CodeBlock with Mingw on Window 8 with SFML 2.1 with nvidia graphics card. I wasn't sure if it was something to do with the graphics or the window module so I just put it in general. Hope that's ok!

The problem is that a 1 pixel wide outline shows up around my sprite the moment I do a sprite.rotate() or a view.zoom(). It doesn't happen if I turn off setSmooth on the texture. The outline appears to be magenta, which I mask out from the original bmp image. Doing a sprite.move() does not make the outline appear, however.

I searched and found similar topics of the exact problem but in them it indicated that it was fixed in SFML 2 so I was wondering if the problem somehow has returned or if I am missing something. The sprite looks like crap without setSmooth on so I'd like to be able to use it if possible!

Edit: I created a PNG with built in transparency and it still gets a pink outline when sprite.rotate or view.move is setSmooth is enabled for it!

Thanks!
Joe

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