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Messages - eXpl0it3r

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1
General / Re: SFML 2.3.2 compilation
« on: June 19, 2019, 02:39:20 pm »
There's isn't necessarily just "one" command. You simply have to use CMake in whatever way works best for your environment. If you don't know the basics of CMake, you'll have to look it up.

We also have the CMake tutorial that shows the different CMake options: https://www.sfml-dev.org/tutorials/2.3/compile-with-cmake.php

2
Graphics / Re: Problems with collision [solved]
« on: June 18, 2019, 08:27:21 am »
You added [solved] to the title, so what was the solution?

3
Graphics / Re: My texture holder gets deleted although still in scope
« on: June 13, 2019, 05:23:06 pm »
You create a new, local tile_texture_holder which creates a texture, then you set the texture to the sprite.
But since the tile_texture_holder is local, it will be destroyed as soon as you run out of scope, destroying the texture and thus the reference from the sprite to the texture becomes invalid.

4
Window / Re: How to check if sf::RenderWindow is fullscreen?
« on: June 13, 2019, 12:43:50 pm »
Not yet, no. :)

5
General / Re: Can't execute simple SFML program(CodeLite IDE)
« on: June 10, 2019, 07:57:21 pm »
Not 100% sure, but I think the include directory specifier -I needs to come before the main.cpp source file.

6
General / Re: Can't execute simple SFML program(CodeLite IDE)
« on: June 10, 2019, 06:00:00 pm »
#include <include/SFML/Graphics.hpp> is obviously wrong, as you can see from any SFML example. ;)

7
Audio / Re: Music thread is stuck waiting
« on: June 10, 2019, 02:12:15 pm »
What SFML version?
Can you provide a minimal but complete example?

8
Awesome work as always! :)

Looking forward to getting a demo of this.

9
Audio / Re: Compilation errors with music.hpp
« on: June 07, 2019, 08:35:00 am »
Probably not causing any issues, but do you really need to link SFML and SDL at the same time.
Also if you link SFML statically, you have to link SFML's dependencies as well.

10
You're asking the wrong question, because instead of sprites and rectangles, you should be using vertex arrays or buffers instead. The most expensive operation overall is the draw call, with a vertex array you reduce that from 1000 calls to a single call. ;)

11
General / Re: Dotted line instead of normal
« on: May 28, 2019, 12:47:46 am »
What you want to do is save the last mouse position and on the next mouse moved event, take the last and current mouse position and connect them with a line.

Currently you're taking twice the current position of the mouse to draw a "line".

12
Network / Re: Selector.wait() not calling after client disconnect
« on: May 27, 2019, 08:45:54 am »
So does this code reproduce the issue or is it the code that works perfectly? :D

13
Network / Re: Selector.wait() not calling after client disconnect
« on: May 26, 2019, 05:54:34 pm »
Can you provide a minimal example that reproduces the issue?

14
Network / Re: Selector.wait() not calling after client disconnect
« on: May 26, 2019, 12:46:07 pm »
If you're using SFML 2.4.x make sure to update to SFML 2.5.x (or git master). We have fixed some issue with reusing of sockets.

15
Graphics / Re: TileMap Problem with 30,000,000 tiles
« on: May 20, 2019, 10:53:44 pm »
What do you need 30M tiles for exactly?

Despite that number, your processor will have no problem traversing that set if data.
However when it comes to drawing, you're losing massive amount of time by making a draw call per tile. Instead use a vertex buffer (or vertex array).

As for reducing the need for iterating over everything. By using a quad tree or similar structures, you should be able to further reduce whatever checks you're doing.

Abd finally, don't forget that a 4K screen has only about 8-9M pixels. ;)

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