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Messages - Astrof

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SFML projects / Re: Asteroids Clone - Thanks!
« on: May 07, 2012, 06:41:01 pm »
Based on the preview picture it looks beautiful! However the video won't load (says something about UMG copyright problems in this country or something).

Also I have a question: are those clouds dynamic or are they based off of an image?

SFML website / Re: "Next »" goes to second page. Why not "Last"?
« on: April 27, 2012, 03:21:29 am »
The "Next" part isn't confusing; it does what it says.  It says "next" so it goes to the "next" page.  But I agree with you I think it should be "last" instead of "next" as you already see what page you're on and what is the next page.  Maybe have the arrow be next and have the word Last?

SFML projects / Re: Thor 2.0 cmake build error OS X 10.7
« on: April 18, 2012, 03:24:16 pm »
There would be no confusion if people read the error message carefully.

I wouldn't say no confusion; I'd maybe say less confusion.  When I read SFMLDIR and SFML_DIR to my mind they're the same thing.  Most people just see a general pattern of letters so SFMLDIR, SFML_DIR, SFML-DIR, etc all would be about the same unless read consciously and super carefully. 

SFML projects / Re: Thor 2.0
« on: April 15, 2012, 07:33:57 am »
Make sure to copy the FindSFML.cmake file to the cmake modules folder (search earlier in this thread for more details on this). 

Feature requests / Re: SFML & Marmalade
« on: April 12, 2012, 07:10:46 pm »
I would like to suggest that first mobile platform be Win8 and it's WinRT for making Metro UI apps. I know that most likely it's nearly as much effort as Android or any other OS, but Win8 is gonna hit the mobile devices hard.

I would like to respectfully disagree with your suggestion.  Even if Win8 "hits hard" I don't think it'll make up for the headstart iOS or Android already have on it. 

SFML website / Re: Spam user?
« on: April 11, 2012, 05:45:24 pm »
Last active in January (and was only "active" for a month).  To get post count that high how many "posts" did he do when he was active?  :o

SFML projects / Re: SolidShaper + Box2D + SFML
« on: April 06, 2012, 08:03:09 am »
Thanks! If it's too much work/not useful you don't have to; I was just wondering if it existed/if it was possible.

If not a triangulation method a simple grouping method would work too (where one would outline a sprite using shapes and then just group them all together).  Thanks for all your work!

SFML projects / Re: SolidShaper + Box2D + SFML
« on: April 05, 2012, 11:27:25 pm »
Well, the difference between triangulation and triangle strips here is, in triangulation, you break them into many triangles, 3 triangles mean 3 shapes, however, triangle strip is considered a single shape, since it's basically just a list of points which are "converted" into triangles when being drawn (in SolidShaper).

After loading triangle strips, what you get is a list of points, then, you can decide to convert it into a list of triangles to be added to Box2D as shapes, or if you're just drawing it, you can just convert them in your draw functions.
However, if it's a triangulated polygon, it will be loaded as a list of triangles instead, the original information of it being from the same shape is lost the moment you triangulate it.

Also, once you triangulate a polygon, the triangles no longer share any vertices, since they are already separate shapes. Meaning that, triangulation is an irreversible process, even if I introduce a grouping system, and you can move the triangulated polygon, they will still not share any vertices.

Quote from: box2d Tutorial
Triangle strips are useful for creating “concave” shapes for collision detection/physics engines that cannot detect intersection/collision of concave shapes.

So again (sorry for beating a dead horse) shouldn't triangle strips help to create concave shapes (in box2d)? Is there not a triangulation method to turn things into triangle strips? I don't want separate shapes connected to a body (wouldn't that be inefficient?). 

I found this link http://stackoverflow.com/questions/8980379/polygon-triangulation-into-triangle-strips-for-opengl-es
it mentions splitting into triangles and feeding it into something back into triangle strips. 

Ideally I'd like to have one library/method to create and use shapes for collision and drawing. 

SFML projects / Re: SolidShaper + Box2D + SFML
« on: April 05, 2012, 07:40:50 am »
First: When I'm drawing a shape, what happens when things overlap?

The last shape drawn or selected will be at the top, use right click to select if you want to select anything below that, this will first select the topmost, then the one below that, and so on.

Ah sorry I wasn't specific; I meant while drawing using triangle strip and parts of it overlap how does that draw a shape? 

That's called triangulation.
It's possible to break polygons into triangles with triangulation, but not into triangle strip.
Since SolidShaper does not have any object-like feature to group shapes together, if I included a triangulation feature, it will break it down to triangles, but then you cannot move them as a set anymore, you'll end up moving each triangle individually.
With that in mind, I would suggest you implement the triangulation in your game itself instead.
I'm pretty sure Nexus's Thor library can do that, you may want to take a look at that:

On the other hand, if I do find a good way to implement triangulation (probably by introducing a grouping feature or so), I will definitely implement it.  ;)

I'm actually planning on using Thor for particles, etc. but haven't thought about it for triangulation.  I was more looking for an easy fix for my shape drawing/collision problem (most games I try to do die when I get to the physics part or messing with box2d). 

And I'm a bit confused about the triangle strip/triangulation thing.  When drawing with triangle strip doesn't it break everything into triangles anyway (or that's what it looks like)? Aren't triangle strips just connected triangles? I can eventually outline my sprite using the triangle strip if I do it just right but it takes a while.  Maybe it's just wishful thinking but I think there should be a way to split it up into a strip since everything still does share vertices.  Or maybe have everything share a body and have the shapes grouped?

SFML projects / Re: SolidShaper + Box2D + SFML
« on: April 05, 2012, 04:18:14 am »
I've been messing with Solid Shaper and have a couple questions:
First: When I'm drawing a shape, what happens when things overlap?

Second: Can I request a feature? Would it be possible to make a function that takes a set of points and draws a triangle strip? I tried to outline one of my sprites and it has a lot of concave sections.  Basically the function would take a list of points in the order they were drawn and figures out a triangle shape pattern.  I'm not sure how complicated that would be but it would be a perfect feature to outline sprites (the current way I have to draw it just right to get a proper outline). 

SFML projects / Re: Thor 2.0
« on: April 03, 2012, 07:21:51 pm »
Ah I get it now; my problem was I was taking the same line of code to change the velocity and was throwing in random Distributions (like circle, rect, etc) so i was confused how that distribution was changing everything. 

SFML projects / Re: Thor 2.0
« on: April 03, 2012, 06:43:22 pm »
I thought it became easier ;)
What do you have to do in addition at the moment?

It's easier in the sense that if we want to make custom emitters we just have to pass functions instead of creating our own custom class; however it takes more work to do the simple emitters (Directional, etc) as now we have to "think" and figure out for ourselves what to do.  I know; it's so hard. 

SFML projects / Re: Thor 2.0
« on: April 02, 2012, 08:46:41 pm »
I do like the new approach; I like how it's more customizable however it does require the user to do more work themselves (yes I'm lazy lol).  The documentation is also really well done so it just takes a bit of reading to learn.  Again something that threw me off was the PolarVector; I've never used a polar vector to draw before (except on a TI-83). 

If I have any specific questions on functionality/how to do something should I just message you directly (instead of posting everything on this thread)?

Java / Re: JSFML - Information
« on: April 02, 2012, 04:23:57 pm »
Wow I didn't even know this existed until I scrolled down the forums and saw a new Binding! I remember when I first found SFML a few years back there were some arguments about whether or not to start a Java binding; what changed now?  Java was the first language I learned so I still feel a bit attached to it.  Back in high school when I was learning Java I tried to learn JOGL but gave up, but now there's JSFML! 

Though I don't program much in Java anymore if needed I can provide some tips, ideas, moral support, etc.  ^_^

SFML projects / Re: Thor 2.0
« on: April 01, 2012, 12:25:16 am »
My point was that sometimes you can't have the admin rights.

Ah true then I like the idea of pointing cmake to the FindSFML file. 

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