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Messages - Sivak

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1
Graphics / Drawing a circle with part of it missing?
« on: April 25, 2010, 06:19:51 am »
Basically, would a circle like the below image be possible to draw out of an SF shape?



What I want to do is have a sort of "clock" animation where the circle becomes more and more white as it winds down.

Possible?  Thanks.[/img]

2
Window / Setting refresh rate?
« on: April 25, 2010, 04:35:08 am »
Quote from: "Laurent"
SFML is supposed to pick up the best frequency. Are you sure that you can run fullscreen applications at frequencies higher than 60 Hz?

Maybe there is a bug in the Windows implementation that can be fixed ;)


I've looked at a few other games, such as Exceed 2nd and 3rd.  I can actually view the refresh rate in the monitor settings and those had it at 75.  There were others that also went up there.  Even the original Quake went up there, so I know it's doable.  I wish I had other systems to try it on, but I won't be able to for a few days.

Quote

You need to switch to lcd
CRT gave me so many eye problems at work regardless of the refresh rate.


Just cause it's 9 years old doesn't mean it won't work!

3
Window / Setting refresh rate?
« on: April 24, 2010, 11:47:32 pm »
Well, the thing is, I'm on a CRT and the fact the refresh rate is slower than the standard vsync game makes it choppy.

I have it at 75 for normal desktop use...  59.78 for fullscreen is too low.

Isn't there anywhere this could be modified?  Thanks.

4
Window / Setting refresh rate?
« on: April 23, 2010, 05:13:57 pm »
Well, being that is is technically able to be set, I think it'd be a nice to have feature in any event.

Maybe in SFML 2?  It shouldn't be too hard to do, right?

Thanks.

5
Window / Setting refresh rate?
« on: April 23, 2010, 08:02:44 am »
I wondered if it's possible to set the refresh rate with a render window, particularly in fullscreen.

I've got a CRT and I see games do mixed things with fullscreen.  Some set the rate to be the same as the desktop while others set it to like 59.78...

I just was hoping there'd be an option to set it the same rate always.

6
Graphics / Screen tearing with my own time controller - double buffer
« on: April 23, 2010, 04:21:32 am »
EDIT:  Disregard this post.  Thanks.

7
General / Window losing focus - stopping the App?
« on: April 16, 2010, 07:32:20 am »
Quote from: "Laurent"
On Windows, the OS runs an internal loop as long as you drag the window. So your app is stuck until you release the mouse button, and there's nothing I can do about it.


I was looking into this and found that Windows issues messages before and after such a loop so that your program can brace itself for it.

These are them, I believe...
WM_ENTERMENUMOVE / WM_EXITMENUMOVE
WM_NCLBUTTONDOWN / WM_CAPTURECHANGED
WM_ENTERSIZEMOVE / WM_EXITSIZEMOVE

Right now I have a sort of hackish solution to the drag problem, which is fine, but I think having something in SFML would be a good way to go.

Hope this can be done.  Thanks.

8
Graphics / Screen tearing with my own time controller - double buffer
« on: April 15, 2010, 09:17:39 pm »
Hey there.

I've implemented my own time control system that is working pretty well, but naturally the FPS and vsync are not equal and thus it produces a screen tear artifact.  This is ONLY in fullscreen mode.

Is there an easy way to address this?  I've been reading about double buffering, but have no idea how to actually go about it.

Help/thoughts appreciated, thanks.

9
SFML projects / My SFML project - shoot 'em up game
« on: April 14, 2010, 07:22:46 am »
Hey there.  Glad it seems consistent.  I forgot to mention the in-game FPS reporter is inaccurate.

And don't worry, the console will not be used in the real deal.   8)

10
SFML projects / My SFML project - shoot 'em up game
« on: April 14, 2010, 06:56:32 am »
Hey guys.  I've modded this with a new time control scheme.  I'm wondering how it runs on your systems.  Reports appreciated, thanks.

Download link is the same.

Note:  The in-game FPS is currently inaccurate.  If you have Fraps or something that can count FPS, that'll be more reliable.

KNOWN ISSUE:  If you drag the window, the game can go insane fast due to being "paused" briefly.  I'll be working on fixing this.  So try not to drag it while testing.  :)

11
General / Window losing focus - stopping the App?
« on: April 14, 2010, 06:19:35 am »
Hey all.  I've got my speed problems resolved, but now I have another one I was hoping to get fixed up:

If you click away from the window, I want to have it so the application stops running.

It's also a similar case when I try to drag the window around.  It'll stay frozen and update when you let go of the mouse.

Are there easy ways to detect this?  Thanks.

12
General / Taking the time control approach - questions
« on: April 12, 2010, 10:18:34 pm »
Quote from: "gsaurus"
Quote from: "Sivak"
It randomly was at 60.1 or 60.2, but it ONLY did this once.

Basically it is still thinking 60 = 32...


So, you mean that you ran the application several times, and one time it was stable at around 60fps, and all other times it was stuck on 32fps?


Well, it wasn't fully stable.  It showed 60.1 but went to 56 at times...  And yeah, this was ONLY once.  I'm determined to get this work correctly all the time.

If any of you care to test this:  http://sivak.nintendoage.com/Shmuppy.zip

13
General / Taking the time control approach - questions
« on: April 12, 2010, 08:50:30 pm »
I'm out here at the University and their computer has a similar result...  It randomly was at 60.1 or 60.2, but it ONLY did this once.

Basically it is still thinking 60 = 32...

I'll try the proposed alternative approach when I get back.

14
General / Taking the time control approach - questions
« on: April 12, 2010, 07:22:40 pm »
Hm.  I'll try going back to 1.5 and see if that helps...  Any thoughts on the Win32 console app part though?

15
General / Taking the time control approach - questions
« on: April 12, 2010, 06:55:31 pm »
Hey all.  This still doesn't work.  I'm wondering if there are other possibilities than code, because I look at this code and I get what it should be doing.

These are my "other possibilities" thoughts:
-Can VC++ 2008 EXPRESS be the problem?  I've considered trying to get it compiled on a regular version, but this just seems unlikely.
-I made an "Empty Project" for the project type and not a Win32 console app.  Does this matter?
-Was the original code using a different version of SFML?

It's just annoying, to say the least.  Thanks.

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