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Messages - sponsz

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1
Graphics / sf:shape setup overhead?
« on: November 03, 2010, 04:16:18 pm »
Thanks Laurent.  As always great job with the library, it's the best thing I've found for my needs and that includes a number of commercial graphics libraries.

2
Graphics / sf:shape setup overhead?
« on: November 02, 2010, 02:28:19 pm »
Hi gents,

How much overhead if any is inherent in shape definition?

In other words is it better to set up my shapes in an initialization phase before the main update loop?

In simpleshapes.cpp we have this code:

sf::Shape Polygon;
Polygon.AddPoint(0, -50,  sf::Color(255, 0, 0),     sf::Color(0, 128, 128));
...

So we're defining a Shape variable and then adding points to it.  This is done every tick.
Is it set up this way just for clarity?  Would it be faster to do this in the init phase and then simply do

App.Draw(Polygon);

every tick?

It's been a few months since I worked with SFML and I seem to remember that it was quite fast for my purposes but I didn't quite have the insane speed from it that I expected and I'm wondering now if I was running into setup overhead.

Thanks!

3
SFML website / Tutorials
« on: February 17, 2010, 02:08:34 am »
For postfx, there should be a library of effects that you can put in, included in SFML.

My guess is that people are writing certain shaders over and over: blur, glow, HDR, bloom.  Burning blur.

Why not include 10 basic postfx shaders?

4
Graphics / Bumpmapping in Postprocessor Shader?
« on: February 11, 2010, 01:50:48 am »
I've been kicking around some ideas for getting 3D effects for 2D games, without actually rendering objects in OpenGL.

One idea is running bumpmapping in the postprocessor.  Render image once with contour maps and use that as a bumpmap, then a second time in the normal color, and let the postprocessor run a pass on it, with the end result of a bumpmapped image.

This could be very cool for such such things like dungeon floors in Gauntlet-like games, and would very likely give a gorgeous look for sprites, which would react to light in ways ordinarily impossible for 2D sprites.

Because of the restricted problem domain it might even be possible to do something similar to raytracing, again on the shader unit.

Any thoughts?

5
Audio / Real-Time Synthesis?
« on: February 02, 2010, 02:46:15 pm »
Has anyone experimented with real-time sound synthesis and mixing?  Is this possible with SFML, and if not, does anyone have any suggestions for another library that works well for this?

6
System / Use of Clock Function for FrameRate Smoothing
« on: November 19, 2009, 08:10:35 pm »
Why thank you, good sir.

7
System / Use of Clock Function for FrameRate Smoothing
« on: November 19, 2009, 05:00:41 pm »
How would one go about using the clock function to smooth the FPS?

I was thinking of having it increment or decrement a delay loop, per tick, so that if the framerate increased beyond 60 FPS it would increase the delay by some proportionate amount, and if it fell below 60 FPS it would decrease the delay.

Thoughts?  Is there a canonical way of doing this?

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