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Messages - ratzlaff

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1
You should set this up in github so that I can look at it from my web browser.

2
General discussions / Re: Why is SFML split with 1 dll file per module?
« on: January 08, 2018, 04:28:42 pm »
Just the ability to build as separate dll's is an indication of good design. There are clear dependencies between modules and you do not have to build 'everything' just to get something working.

3
So... what is STP? I have never heard of it either.

4
SFML projects / Re: Nero Game Engine
« on: October 24, 2016, 06:45:41 pm »
Nice!

Do you have your code up somewhere accessible?

5
General / Re: Error with linker (new to SFML)
« on: June 14, 2016, 10:39:45 pm »
so, I admit I have never read the tutorial, mostly because I am not its target audience.

In order to fix the tutorial, you should show the editor window that pops up when you click the 'down' arrow at the right-hand side of the line, and choose 'edit'. After entering the dependencies (one per line), it will format them appropriately.

Is the format different for different versions of visual studio? I cannot say with certainty. I do however know that the 'Additional Dependencies' editor has not had any significant changes since VS2008.

6
General / Re: Error with linker (new to SFML)
« on: June 13, 2016, 11:16:24 pm »
Your 'Additional Dependencies' under Linker->Input need semicolons instead of spaces between each lib file.

7
General discussions / Re: QT and SFML editor for the game
« on: May 11, 2016, 01:14:30 am »
This seems like a better question for the QT community...

8
General / Re: Multi Platform GUI
« on: March 28, 2016, 10:38:02 pm »
Before you start thinking about how to thread your own GUI concept/implementation, I would be more interested to know what you find lacking from the already existing libraries.

9
General / Re: problem with attach and detach child in SceneNode [SOLVED]
« on: February 17, 2016, 01:36:48 am »
I very much doubt there is a bug in VS14. Have you tried rewriting the loop using begin() and end() ?

10
General / Re: Sprite manager issue
« on: February 15, 2016, 11:10:14 pm »
so...

I can see a number of issues with your code, but simply pointing them out will not help you debug your code on the future, so I will instead try to lead you down the path of discovery.

What errors does your debugger tell you when you run your code? Be as specific as possible.

11
Feature requests / Re: File drop
« on: November 05, 2015, 04:04:32 pm »
I would use this feature to test out a lua script

I get what you're saying, but couldn't you just use a certain reserved key or in-game command to do that for you? How would your game know where to use the script (assuming you're using more than a single script, which is usually)?

You assume I only want to run a specific lua script. No this would be to test out and iterate on any script I want to run.

Think of it as an alternative to copy-paste into the console.

Could you do it other ways? certainly. Would they be as quick to use? They are not.
Disclaimer: we utilize drag and drop to test out our scripts like this on the software I maintain at work.

12
Feature requests / Re: File drop
« on: November 03, 2015, 09:27:52 pm »
I would use this feature to test out a lua script

13
General / Re: Unhandled Exception Stack Overflow in crtexe.c
« on: October 23, 2015, 01:59:12 am »
The visual studio compiler sets the stack frames at a 1-megabyte limit, sounds like you have gone over that.

To change this, either do what has already been suggested in re-organizing your data structures, or change the setting in your project's properties -> Linker -> System -> Stack Reserve Size

14
    InputBox()
    {
//        button = Button();
    }
 

Try commenting out that line

15
Feature requests / Re: Facility to load dynamic libraries
« on: February 03, 2015, 05:26:52 pm »
In the codebase I work with, we use this interface to do dynamic library loading across all the platforms we support (windows, macosx, linux) both 32 and 64-bit:

Code: [Select]
class DynamicLoader
{
public:
class Library
{
friend class DynamicLoader;
public:

// We dont unload our plugins manually, but here is where we would do it
// ~Library();

// return a named, exported function pointer
virtual void * getFunction(const char* inName);

// system-specific path to this loaded library
virtual const std::string& getPath() const;

protected:
void * mLibrary;
std::string mPath;

private:
Library(const char* inFile);
};

static Library * Load(const std::string& inName);
protected:
DynamicLoader();
};

Unfortunately I cannot provide our specific implementation, but in general to load the dynamic library:
Code: [Select]
#ifdef _WIN32
mLibrary = (void *) LoadLibrary(inName);
#else
mLibrary = (void *) dlopen(inName, DL_OPEN_MODE);
#endif

And to get the function pointer:
Code: [Select]
#ifdef _WIN32
void* funcAddr = (void *) GetProcAddress((HMODULE) mLibrary, inName);
#else
void* funcAddr = (void *) dlsym(mLibrary, inName);
#endif

When we build a plugin, we export a specific function like so:
Code: [Select]
extern "C"
#ifdef _WIN32
__declspec( dllexport )
#endif
Plugin* MakePlugin()
{
return new ThisSpecificPlugin();
}

Usage:
Code: [Select]
DynamicLoader::Library *l = DynamicLoader::Load(plugin.c_str());

if (!l) {
throw "specified plugin '" + plugin + "' can't load!";
}

typedef Plugin* (*Plugin_Factory)();
Plugin_Factory makeit;

try {
makeit = (Plugin_Factory)l->getFunction("MakePlugin");
if (!makeit) {
throw "plugin function 'MakePlugin' not found in library!";
}

Plugin* p = makeit();
...
} catch (...) {
printf("Error during plugin initialization\n");
}

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