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### Messages - NoIdea

Pages: [1] 2 3 4
1
##### General discussions / Naming conventions - functions
« on: July 13, 2011, 03:35:49 pm »
When I started SFML, I found that having capitals for the first letter of every word very clear and elegant. However, I now almost always use SFML/OPENGL/STL/Boost and I always get confused when my compiler refuses myvector.Clear() or GlBegin() or sleep(1) or ...

I would prefer it if SFML followed the boost/STL convention since we always use at least the STL (and the STL convention won't change).

2
##### Feature requests / ExtendedImage - Support for unsupported texture sizes in RAM
« on: June 20, 2011, 06:42:02 pm »
One of my project is a solution (for sfml 1.6) to this problem.
However, youll have to install the soil library.

3
##### SFML wiki / [tutorials] Cursor
« on: November 08, 2010, 07:41:01 pm »
No remarks ?

4
##### General / Line in box collision
« on: November 08, 2010, 06:22:09 pm »
An AABB box can have scale/rotation/translations thanks to opengl matrices. Just use transform to local

To find the equation, just use the determinant. Call u the vector defined by the two known points. Call A one of the known points. M of coordinate x,y is on the line if and only if the vector AM and u are colinear. Now, just use the determinant to get the equation. The determinant must be equal to 0.
Means that xy' - x'y = 0
<=> (x-A.x)*(B.y-A.y)-(B.x-A.x)*(y-A.y)=0
<=>(B.y-A.y)x+(A.x-B.x)y=A.xB.y-B.xA.y

5
##### General / Line in box collision
« on: November 07, 2010, 10:49:01 pm »
Ax + by = c means that when b = 0, the line is vertical.
As for the length of my messages, i'm writting with my phone which isn't so convenient
A AABB box means axis aligned box and thus has very convenient line equations.

If i remember well, ax + by = c is the cartesian equation. The ax + b = c is in french called "Ă©quation rĂ©duite"

6
##### General / Line in box collision
« on: November 07, 2010, 08:07:44 pm »
Because ax+c doesn't deal with vertical lines !
Furthermore, once the rectangle is an AABB box, it's even simpler !
Equation of one of the sides becomes x=bottom or top or y=left or right

7
##### General / Line in box collision
« on: November 07, 2010, 05:40:53 pm »
Isnt a line equation more like ax + by = c ?
The easiest is to transform the line in the rectangle's coordinate system. Then, your rectangle is an AABB box. Easy isn't it ?

8
##### Feature requests / parameter for nbSegments in Circle()
« on: November 03, 2010, 10:39:17 pm »
That's exactly what I mean...

9
##### Feature requests / parameter for nbSegments in Circle()
« on: November 03, 2010, 09:41:58 pm »
I think having a default parameter equal to 40 is good. However, I think the user should be able to decide how many he wants : what if you make a game and you set the number of sides depending on the FPS of the game : you put it to high/low quality. This lets you create a game that will work (but look ugly) on poor computers and the same game that will also work (and look great) on a good computer.

10
##### General / Correct mouse co-ordinates from SFML and using OpenGL
« on: November 03, 2010, 09:25:15 am »
Shouldn't you be using convertcoords ?

11
##### SFML wiki / [tutorials] Cursor
« on: November 01, 2010, 01:07:48 pm »
Done, didn't see there was that option. Thanks. Still need someone to check if there are no errors for linux.

12
##### SFML wiki / [tutorials] Cursor
« on: November 01, 2010, 11:34:30 am »
Done...

13
##### SFML wiki / [tutorials] Cursor
« on: November 01, 2010, 11:19:35 am »
Hi, I've written a Cursor class, however there seem to be a problem with SFML's wiki :

The first part is in a whole block even when I make a new line. Why ? Can someone Edit that ?

I've tested the functions on linux, however, I didn't test the whole program (I haven't got linux). Would someone mind testing it ?

If anyone wants to make remarks (const correctness for example), ... do it.

Please tell me if there are any english mistakes (I'm not english).