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Messages - Teemperor

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1
General discussions / Re: SFML 2.0 RC
« on: May 06, 2012, 06:08:42 pm »
On which OS?

Sorry for the late reply. OS is Ubuntu 12.04 64bit on Intel Atom :).
Can i help solving this bug? I'll try to reproduce the bug on my other PC with 12.04 tomorrow.

I'm not sure but as far as i can remember, the most CPU time in KeyPressed was used in an other SFML-internal function which was called inside KeyPressed. I hope i can find the name of the function again.

I'll will post all results tomorrow evening :)

2
General discussions / Re: SFML 2.0 RC
« on: May 01, 2012, 11:44:49 pm »
I don't know if this is a bug, but i found out sf::Keyboard::isKeyPressed() really slows down your programm if it is used every loop? I used it 5 times per gameloop and got ~10fps in the game. Now i changed to a Keyboard-Event-based input and i got 80-100 fps (on the same crappy netbook)? Found the issue with the valgrind profiler.

I know the event-based is the preffered way, but the other was more intuitive in my opinion.

3
General discussions / New naming convention
« on: January 21, 2012, 10:03:59 am »
Quote from: "Laurent"

camelCase + get/is should be my final decision.


a big +1 to this decision from my side.

4
SFML projects / SFML Light System - Let There Be Light
« on: December 31, 2011, 11:04:33 am »
I get this on Ubuntu 11.10 with g++ 4.6.1 and enabled C++0x-standard? (without C++0x i get warnings from the headers to active C++0x and many errors)

http://pastebin.com/wrsgCHQj

5
General / how to display alternate images at each timestep
« on: July 23, 2011, 10:27:20 am »
My first (and helpfull) post :D

6
General / how to display alternate images at each timestep
« on: July 22, 2011, 10:18:38 pm »
It seems you create a new Clock on every update?  Oo

Code: [Select]
void SpaceInvadersDemo::update()
{
   sf::Clock Clock;
   

   if (Clock.GetElapsedTime()>=Timestep)
   {
       
      shipSprite.SetImage(shipImage2);
      s.setPosX(s.getPosX()+moveIncrement);
      Clock.Reset();
       
       
   }

void SpaceInvadersDemo::play()
{

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