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Messages - AlexM

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1
General discussions / SDL vs. SFML
« on: June 11, 2011, 01:04:52 am »
Quote from: "Yours3lf"
is IRRLICHT some sort of wrapper for the APIs?

btw I want to teach pure OpenGL, and I posted this topic, because I want to focus on OpenGL not creating a window and messing around with it. this is one of SFML's great advantages.


Try using Qt. Setting up an openGL window is a snap.

2
General / SFML CPU usage
« on: May 20, 2011, 05:43:54 am »
this should answer a lot of your questions


http://dewitters.koonsolo.com/gameloop.html

3
SFML projects / Suol - A Puzzle Game, Completed and Released!
« on: March 22, 2011, 04:49:45 pm »
looks cool, can't play it at work but look forward to trying it when I get home

4
General discussions / Platform Tutorial or Source code?
« on: February 08, 2011, 10:47:40 pm »
if you are merely interested in the logic required to create a game take a look at this flixel tutorial.

Of course this is on flixel which is a 2d game library so you will have to implement a more robust sprite, state management, and collisions among other things if you plan to use SFML.


http://www.brighthub.com/hubfolio/matthew-casperson/blog/archive/2009/12/02/creating-a-flash-platform-game-with-flixel-and-flex.aspx

5
Graphics / Comments on first game.
« on: January 14, 2011, 05:17:44 am »
If you want something simple as practice try emulating arkanoid, tetris, or something like that.

6
Window / Changing gamma, brightness and contrast
« on: January 12, 2011, 07:43:51 pm »
You should be able to make a contrast filter via shaders as well.

7
General / Where Did you learn OpenGL?
« on: December 06, 2010, 06:18:04 pm »

8
General discussions / How works complicated 2D animations
« on: December 03, 2010, 03:38:42 pm »
Quote from: "rXp"
Quote from: "AlexM"
Quote from: "rXp"
Quote from: "AlexM"
another option if you're more comfortable with 3D is to animate it in 3D then render a series of orthogonal frames.

I'm not familiar with this option, could you elaborate or maybe post a link ?


do you use 3dsMax? If not it's pretty much the same for any 3d modeling program.

basically you make an animation, then render from a non-perspective viewport. In your render settings, set it to render to a sequence of images rather than a movie file.

After that you can take that sequnce of images and make a spritesheet.

Here's a classic example.

http://tsgk.captainn.net/?p=showgame&t=sy&sy=8&ga=261


Ok :) That's what I was going for, it will be much easy for the animations.
I use blender, I have the version 4 of 3dsmax but it's getting old and cost way to much to buy the last one ;)
Blender is great, and with the beta version you can really find yourself more easily of you come from 3dsmax :D


yeah I do need to learn blender. I worked as a 3d artist for many years so I'm trained in 3dsmax. Definitely too expensive to afford on my own though :)

9
General discussions / How works complicated 2D animations
« on: December 02, 2010, 05:22:04 pm »
Quote from: "rXp"
Quote from: "AlexM"
another option if you're more comfortable with 3D is to animate it in 3D then render a series of orthogonal frames.

I'm not familiar with this option, could you elaborate or maybe post a link ?


do you use 3dsMax? If not it's pretty much the same for any 3d modeling program.

basically you make an animation, then render from a non-perspective viewport. In your render settings, set it to render to a sequence of images rather than a movie file.

After that you can take that sequnce of images and make a spritesheet.

Here's a classic example.

http://tsgk.captainn.net/?p=showgame&t=sy&sy=8&ga=261

10
General discussions / How works complicated 2D animations
« on: December 02, 2010, 03:39:40 pm »
another option if you're more comfortable with 3D is to animate it in 3D then render a series of orthogonal frames.

11
Graphics / Most efficient way to draw a picture pixel by pixel?
« on: November 25, 2010, 02:08:20 am »
Really? awesome.

I've been meaning to check out boost. I'll take a look into it this weekend. From a quick look I see a lot of useful classes there :)

12
Graphics / Most efficient way to draw a picture pixel by pixel?
« on: November 24, 2010, 06:05:06 pm »
ok thanks, I do use them when I know I'll be resizing often but I wasn't sure if I should use them in situations like this.

Thanks for the info, I'll make sure I do that in the future :)

13
Graphics / Most efficient way to draw a picture pixel by pixel?
« on: November 24, 2010, 05:41:07 pm »
I was using the debugger, I just wasn't using the debugger enough :D

Turns out the error was due to a method called right after populating the array, seems the array logic was fine.

One question regarding std::vector. You would recommend using it even when I know I won't be resizing the array?

14
Graphics / Most efficient way to draw a picture pixel by pixel?
« on: November 24, 2010, 07:05:45 am »
hey I've been trying to get this to work and I've been getting "std::bad_alloc at memory location" errors at runtime when populating the array.

I tried pasting sam's code that outputted the funky array since it at least compiles but I still get the same error on my end.

Here is the my original code (setting up the array in a constructor).


Code: [Select]

ScreenArray::ScreenArray( int width, int height )
{
int arrayLength = width * height;
colorArray = new sf::Uint8[arrayLength * 4];


for (int pos = 1; pos < arrayLength; pos++)
{
colorArray[(pos*4)-1] = 255;
colorArray[(pos*4)-2] = 255;
colorArray[(pos*4)-3] = 255;
colorArray[(pos*4)-4] = 255;

}

}}

15
General discussions / Thanks
« on: November 03, 2010, 05:02:23 am »
I'll toss my hat in that ring. Thanks!

Thanks to SFML, I'm no longer using XNA :)

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