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Messages - victorlevasseur

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I also have the same problem (with SFML 2.4.1) and I'm really concerned as my app rely very much on the link between SFML and wxWidgets.  :(

You can test the bug on Linux with my app (doesn't happen on my computer but it seems to happen on the lastest Ubuntu). The app is GDevelop.

General discussions / Re: SFML 3 - What is your vision?
« on: December 23, 2016, 03:23:09 pm »
sf::FileInputStream => std::ifstream (literally the same)
sf::InputStream => std::istream (literally the same)

I don't know if we can use the i(f)streams with Android and iOS, that's probably why they were created.

Also when will the SFML 3 project/branch be started?
Same question for me. I would really like to participe in SFML 3 development. ;)

Graphics / Re: Undefined reference from loadFromFile
« on: December 14, 2016, 01:46:11 pm »
Maybe you build your project with C++11 but SFML is not built with C++11 (there have been a change in the ABI of the GCC standard lib with C++11).

General / Re: strange behavior in the update function
« on: December 08, 2016, 01:42:31 am »
That's because std::cout is slow (but it shouldn't be that slow however).

SFML development / Re: How should SFML handle non-legacy shaders?
« on: August 28, 2016, 09:33:14 am »
I definitely think SFML should switch to OpenGL 3 at least in the next major version.

Graphics / Re: Can't load a background
« on: August 27, 2016, 11:50:04 am »
You need to draw the sprite between the clear and display statements.

By the way, you don't need to load the texture every frame. Just load it before the "while".

General / Re: SFML and CMake with Ubuntu
« on: August 23, 2016, 11:43:50 am »
Obviously, you need to install the 32 bits (i686) versions of the packages to build a 32 bits SFML.

Graphics / Re: sprite.move() from my gameobject* is not working
« on: August 14, 2016, 06:33:44 pm »
sprite = gameobject_sprite;
texture = gameobject_texture;

Here is the copy.

SFML projects / Re: YAPG - Yet Another Platformer Game
« on: August 13, 2016, 01:00:43 pm »
New version : 0.4.2-alpha

This release provides a reworked level editor, new templates management (stored in packages), new collisions detection feature and health management. The game now contains enemies !  :)


Modding documentation

Complete changelog
# Version 0.4.2 Alpha -  Release notes

Game core:
 - **[feature]** Separated assets and entities templates into independent packages
 - **[feature]** Health management (no HUD currently)
 - **[feature]** Level loading screen
 - **[feature]** Error screen if an error happens during a level or during the level loading
 - **[feature]** Improve the level editor (ImGui for GUI instead of SFGUI)
 - **[perf]** Spatial indexation to improve the hitboxes performances
 - **[bugfix]** Fixed a bug when moving the spawn position in the editor

 - **[feature]** Direct access to component's member variable (example : `position(entity).x` to get the X member variable of the position component of `entity` instead of `as_float(entity:get_attribute("Position", "x"))`)
 - **[feature]** The platform hitbox (PlatformerSystem) is now separated from the standard collisions hitboxes (CollisionSystem)
 - **[feature]** Multiple named hitbox for the collision
 - **[feature]** New finish line management (no components, just a function to call on the level)

 - Added new assets
 - Added enemies (a frog and a slime)
 - Added an new player template
 - *Reworked all entities templates for their new syntax*

 - Built with MinGW-w64 (GCC 6.1) on Windows
 - Updated SFML to SFML 2.4.0
 - Updated Sol from 2.4 to 2.11.2

Graphics / Re: How to use OpenGL 4.5 in SFML, instead of OpenGL 3.3
« on: July 31, 2016, 10:29:34 am »
Does your graphic card really support creating an OpenGL 4.5 context ?

General / Re: Integrating SFML with Modern OpenGL
« on: July 28, 2016, 07:38:30 pm »
Can you show your code ?

Clearing is done like this :
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); //Replace the values with the color :)

General / Re: Integrating SFML with Modern OpenGL
« on: July 28, 2016, 12:09:53 pm »
Do you init GLEW ?

This is what you need to do to use GLEW (with modern OpenGL) :
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
    std::cout << "Failed to initialize GLEW" << std::endl;
    return -1;

General / Re: [Android] Using c++11 and gnustl
« on: July 23, 2016, 01:03:46 pm »
Thank you for your quick reaction.  :D I'll test it soon.

General / Re: [Android] Using c++11 and gnustl
« on: July 22, 2016, 02:06:33 pm »
I'm also concerned by this change in SFML as my app uses C++11 features.

EDIT : It seems that the android-cmake project (used by SFML) has dropped support for libc++...

EDIT2 : I've tested myself with gnustl_shared, it crashes (SIGABRT) on sf::String::~String

Audio / Re: Music not working
« on: July 17, 2016, 08:36:40 pm »
Look at the "WAV file audio coding formats compared" section in the wikipedia article. You'll see that audio can be encoded in many different ways in a WAV file. You can even put MP3 encoded audio inside a WAV file.

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