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Messages - Hiura

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General discussions / Re: Goodbye
« on: May 16, 2019, 11:28:59 am »
Thanks a lot to all of you, your messages warm my heart!

General discussions / Re: Goodbye
« on: May 01, 2019, 08:55:50 pm »
Thanks Laurent. I think I won't browse the forum much (I barely use my computer at home so..) but if there's anything specific question I can help with, feel free to send me an email or @ me on Github.

General discussions / Goodbye
« on: April 28, 2019, 06:45:02 pm »
Hello guys,

I think I've been avoiding this for a while now. As you've seen in the previous years my contributions to SFML have been slowly decreasing to reach zero. It was a long, yet enjoyable ride during which I've learnt countless things and will keep good memories of my time around here, but I feel I won't make contributions soon either so I'd rather make it official and step down of the "SFML Team".

I wish all of you and the community as a whole the best -- and thanks already to all of you who are contributing, especially those who have made the macOS implementation better! Above all, have fun! ;)


SFML development / Re: Removing dependency binaries
« on: January 30, 2019, 10:24:53 am »
Updating submodules can be tedious, although here it seems we have a simple setup and won't need to update them often. But keeping this in mind, wouldn't it be possible (and not harder) to always build (missings) dependencies and throw the submodule idea out of the window? Going even further, for macOS, I would be happy if we do nothing and let the user provide the binaries (brew/macports provide all we need, at no cost for us).

General / Re: Application crash on startup with MacOS X Mojave
« on: January 26, 2019, 05:50:47 pm »
Without your application code, we cannot properly help.

As the error says, `libsfml-graphics.2.5.dylib` isn't found. Make sure you've installed SFML and setup your project correctly.

Graphics / Re: Position and Size off under macOS 10.14 Beta
« on: July 20, 2018, 09:13:18 am »
Because macOS 10.14 is still in Beta, anything can go wrong. But please give us some heads up if this still isn't resolved when it's officially out there. :)

Window / Re: Heap buffer overflow in JoystickManager
« on: July 06, 2018, 11:07:51 am »
Can someone else confirm this?

General discussions / Re: can I make a donation to sfml?
« on: July 06, 2018, 11:07:26 am »
Don't forget that you can also help by contributing code.  ;)

General / Re: OSX Sierra static runtime broken
« on: June 21, 2018, 11:04:27 pm »
No, you "statically" link against static libraries. There's only one concept, which SFML does support at all and that is not recommended by Apple on macOS (iOS is somewhat different).

General / Re: OSX Sierra static runtime broken
« on: June 21, 2018, 06:29:29 am »
You'll have to make sure it doesn't change the load order of SFML libraries and the one from the system or you might have some issues. Frankly, seen how easy it is to create an application bundle, I wouldn't spend my time on something that isn't officially supported and could break at any moment or on a slightly different environment.  ;)

General / Re: Templates not appearing in Xcode
« on: June 10, 2018, 01:14:20 pm »
Make sure you haven't put the templates in ~/Library/... but indeed at the root of the filesystem (no ~). Use Cmd+Shift+G to go to a given directory in Finder.

General / Re: CMake in SFML 2.5
« on: June 10, 2018, 01:12:20 pm »
I'm not sure as I'm no macOS user, but I think we aren't shipping static libraries for macOS.
The recommended way to work on macOS is to build bundles that includes everything from executable to dylibs to resources.

This is correct (both about static lib and bundle applications).

@Arxcis: building SFML is one thing, linking your project against SFML is another. Make sure you've done the latter as well.

General / Re: What's wrong with this code?
« on: May 16, 2018, 05:19:26 pm »
Set aside programming style, you can fix the bug in your program by changing two lines:

camera.setSize({ 1000, 1000 }); // and not the physical window size
texture.create(1000, 1000);

That's one way of doing things. You could also do without the render texture and simply draw the sprite. You can also do without the view and scale the sprite itself. Whatever makes more sense for your app.

General / Re: Binding to C++ (Eclipse CDT - Mac os X)
« on: May 09, 2018, 07:59:09 am »
That's not how you link against frameworks... From `man clang` read what `-I` (search for -I<directory>) and `-F` (-F<directory>) are for, from `man ld` read what `-l`(-lto_library), `-L` (-Ldir) and `-framework` are for. This should help correctly link against SFML, or any other library for that matter.

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