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Messages - MarekkPie

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1
DotNet / Re: SFML.Net 2.0 and Mono: Getting Started Guide
« on: May 12, 2012, 02:27:21 am »
Don't know if anyone is using this, but if so, for the next hour or more the site will be offline as I switch to a different blogging platform. Once that transition is complete, I'll throw it back up and provide a new link. Thanks for your patience.

The post is now back up and running.

2
DotNet / Re: SFML.Net 2.0 and Mono: Getting Started Guide
« on: April 28, 2012, 08:13:59 am »
With the release candidates out, this process has gotten much simpler overall, but there are now a few new hiccups you have to be careful for.

I'll post a more formal walkthrough later, but in the meantime, here are the main changes that I recall:
  • You no longer need to compile SFML and CSFML. Just grab the tarballs, extract the files, and move them into their respective /usr/local/* directories. You might not even need SFML at all, but there is no reason not to really get it either.
  • You may need to grab libGLEW.so.1.7 to correctly map the CSFML .dll's to the Linux .so's, which currently isn't in Ubuntu's repositories, which means you will need to compile it yourself. (I needed to, but this may have to do with me also upgrading to Ubuntu 12.04.) Grab the tarball from here, extract it, and use make on it in your terminal. You may also need to grab the libxmu-dev and libxi-dev files from your repositories as well in order to get it to compile.

3
DotNet / Re: Getting dt in SFML.Net 2.0
« on: March 30, 2012, 03:31:31 pm »
Aight, I see it. less intuitive but whatever.

4
DotNet / SFML.Net 2.0 and Mono: Getting Started Guide
« on: March 30, 2012, 07:31:07 am »
I spent most of yesterday getting SFML.Net 2.0 to work with Mono on Linux machines, and figured I might as well write down my process to get it to work. Might not be a HUGE audience for this, but whatever, I had fun writing it.

http://scriptogr.am/mkosler/post/sfml.net-2.0-and-mono

Update: new site, and an explanation on how to skip the CSFML and SFML++ compilation.

5
DotNet / Getting dt in SFML.Net 2.0
« on: March 29, 2012, 11:29:37 pm »
I seem to remember (though may be mistaken) that the delta time variable was accessed through a RenderWindow instance, yet I don't seem to see it there anymore. In the SFML 2.0 documentation, you get this from a Clock instance, but that also doesn't seem to exist in SFML.Net (since that comes from the System module, which isn't included in SFML.Net). Where would I get dt in SFML.Net 2.0?

6
DotNet / Building the docs (.shfbproj) on Linux?
« on: March 29, 2012, 05:52:06 pm »
I am having a hard time finding a way to build the SFML.Net 2.0 documentation on Linux. MonoDevelop doesn't seem to recognize it as a project file, and random Google searches don't seem to produce much. So, two questions:

  • Is there a way to build the documentation on Linux?
  • If not, does someone have the current release's (the last commit on GitHub was two days ago) built documentation?


I understand it's almost the exact same as the C++ documentation, but if it is feasible for me to get the .Net version, then I'd prefer that.

7
C / Error during build of CSFML 2.0 on Lubuntu
« on: March 29, 2012, 02:29:59 am »
Code: [Select]
[ 61%] Building CXX object src/SFML/Graphics/CMakeFiles/csfml-graphics.dir/RenderTexture.cpp.o
/home/mkosler/Downloads/CSFML/src/SFML/Graphics/RenderTexture.cpp: In function ‘sfVector2f sfRenderTexture_convertCoords(const sfRenderTexture*, sfVector2i, const sfView*)’:
/home/mkosler/Downloads/CSFML/src/SFML/Graphics/RenderTexture.cpp:151:103: error: no matching function for call to ‘sf::RenderTexture::convertCoords(sf::Vector2i, const sf::View&) const’
/home/mkosler/Downloads/CSFML/src/SFML/Graphics/RenderTexture.cpp:151:103: note: candidates are:
/usr/local/include/SFML/Graphics/RenderTarget.hpp:153:14: note: sf::Vector2f sf::RenderTarget::convertCoords(unsigned int, unsigned int) const
/usr/local/include/SFML/Graphics/RenderTarget.hpp:153:14: note:   no known conversion for argument 1 from ‘sf::Vector2i {aka sf::Vector2<int>}’ to ‘unsigned int’
/usr/local/include/SFML/Graphics/RenderTarget.hpp:179:14: note: sf::Vector2f sf::RenderTarget::convertCoords(unsigned int, unsigned int, const sf::View&) const
/usr/local/include/SFML/Graphics/RenderTarget.hpp:179:14: note:   candidate expects 3 arguments, 2 provided
/home/mkosler/Downloads/CSFML/src/SFML/Graphics/RenderTexture.cpp:153:85: error: no matching function for call to ‘sf::RenderTexture::convertCoords(sf::Vector2i) const’
/home/mkosler/Downloads/CSFML/src/SFML/Graphics/RenderTexture.cpp:153:85: note: candidates are:
/usr/local/include/SFML/Graphics/RenderTarget.hpp:153:14: note: sf::Vector2f sf::RenderTarget::convertCoords(unsigned int, unsigned int) const
/usr/local/include/SFML/Graphics/RenderTarget.hpp:153:14: note:   candidate expects 2 arguments, 1 provided
/usr/local/include/SFML/Graphics/RenderTarget.hpp:179:14: note: sf::Vector2f sf::RenderTarget::convertCoords(unsigned int, unsigned int, const sf::View&) const
/usr/local/include/SFML/Graphics/RenderTarget.hpp:179:14: note:   candidate expects 3 arguments, 1 provided
make[2]: *** [src/SFML/Graphics/CMakeFiles/csfml-graphics.dir/RenderTexture.cpp.o] Error 1
make[1]: *** [src/SFML/Graphics/CMakeFiles/csfml-graphics.dir/all] Error 2
make: *** [all] Error 2

Trying to get SFML.Net 2.0 to work with Mono, and it seems I need the libcsfml files to do so, which means I need to build CSFML. Ran into this error while building.

8
Python / Re: pysfml2-cython
« on: March 25, 2012, 11:06:01 pm »
Is there anything in pySFML 2.0 that doesn't map nicely to the C++ version? I am wanting to test it out, but the documentation is a bit lacking in specificity.

9
DotNet / Scripting with C#/Mono...in C#/Mono
« on: March 01, 2012, 11:38:57 pm »
Isn't the point of scripting to not need the compilation step? I haven't ever embedded scripts into anything I've done, but I was always under the impression that scripting worked by allowing people fine-tune something without compilation. For example, if I were building the GUI front end of an application, and I wasn't using a graphical editor (like Glade for Mono or Stetic for Monodevelop), then if I were to "script" the visual variables - coordinates, art assets, descriptive text - I could simply reload the file and have that information be updated.

10
DotNet / Scripting with C#/Mono...in C#/Mono
« on: March 01, 2012, 09:48:34 pm »
Maybe I am missing something obvious, but there doesn't seem to be a lot of information about using C#/Mono as a scripting language for projects already written in C#/Mono. There is plenty of information on how to do it in a C++ project, and there are some rare examples of doing it inside C#/Mono, but I have yet to get one of them to build successfully on my machine.

The two options I seem to think are viable are using the Mono.CSharp Evaluator class, or through the dynamic type. However, all the examples using the Evaluator have either failed, or only loaded a single statement at a time, and I am unsure that using the dynamic type would correctly cast a SFML.Vector2 (plus I am unsure if Mono currently supports the dynamic type.)

Even if there aren't any straight up tutorials out there, are they any examples out there of this that I could look through the source code of?

Thanks in advance.

11
SFML website / About the tutorials.
« on: January 28, 2012, 08:38:04 am »
The GitHub tutorials seem to deal with more specific issues, like using CEGUI or installing pySFML. The "Getting Started" tutorials are in the tutorial link in the main site.

12
System / Only want a function to get called once on a keyDown.
« on: January 24, 2012, 04:36:22 pm »
I think the issue here is that this "AniSprite" library as it's own little update loop, that iterates through the animation frames once you press play and give it a start frame. However, s/he is calling Play(0,5), the start trigger for the animation, every time that event gets called. So, it would start running its animation, get a call to start over, then run back to the beginning and start again, endlessly.

13
System / Only want a function to get called once on a keyDown.
« on: January 24, 2012, 12:02:50 am »
No idea about more elegant solutions, but you could do a if statement with a bool once, and the first time it gets called toggle that bool so the keyDown event only calls that particular bit of code once.

14
General / Distributing SFML games on other websites.
« on: January 23, 2012, 02:33:03 am »
I think something like DLC or microtransactions don't fall under the economic theory that stolen material from otherwise non-buyers doesn't count as lost sales.

Suppose person A buys the game and person B pirates the game. Person A has been shown to be willing to pay for the game, while person B may or may not have bought the game otherwise. In this situation, that theory holds.

Now suppose person A then pirates the DLC costumes or whatever microtransaction nonsense. This is undeniably lost sales, since person A was willing to purchase the game, but unwilling to buy the DLC. Since owning the game is a pre-requisite, they are willingly stealing content that they would have paid for if it came in the original game.

That said, I agree that Viruses is thinking too hard about this NOW, when there are already so many things stacked against him (or anyone for that matter) making any money. Make a game (or a few games), get a handle on your skills, and if you think you've made a game that will earn you money, then start worrying about it. I doubt that the security of your games content is the first thing you need to worry about, or is even required until you have a completed product.

15
General discussions / Image Detection
« on: January 23, 2012, 02:16:05 am »
http://en.wikipedia.org/wiki/Computer_vision

There is no really easy way to do such a thing. This is an area where computers are still far behind humans.

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