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Messages - Tukimitzu

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31
General / Re: Can't track this SegFault
« on: September 16, 2016, 06:50:08 pm »
I just got the exact same output when running gdb with the debug build (yes, -g flag is enabled).

More info about the project:
openal32.dll version 1.1 (also tried with the version distributed with SFML 2.4.0, whatever that is)
SFML 2.4.0 (also experienced with 2.3.2)
g++ 6.2.0 (also experienced with 4.9.2)
boost-filesystem 1.60
boost-system 1.60
Windows 10
I do not start any threads aside from the main one.

I'll continue to investigate the issue, if you have the simplest of the suggestions, please go ahead and tell me.

32
General / Can't track this SegFault
« on: September 16, 2016, 02:17:04 am »
Code Blocks debugger callstack shows this:

#0 0x738253bb   ?? () (??:??)
#1 0x73831b13   ?? () (??:??)
#2 0x73766bbb   ?? () (??:??)
#3 0x73766c5b   ?? () (??:??)
#4 0x77145de3   ntdll!RtlUnicodeStringToInteger() (C:\Windows\SYSTEM32\ntdll.dll:??)
#5 ??   ?? () (??:??)

I have my game updating at a constant 60 updates per second. If I call printf("Something...") every update, when the SegFault happens, I will see an incomplete call of the last printf (terminal shows "Someth" or whatever), which indicates to me the SegFault happens in another thread, and not in my game loop. Since I only have one thread and the only library that I'm using that creates threads internally is SFML 2.4.0, I suppose that's where the SegFault is. But where? I don't know how to track it down, if I run drmemory, sometimes it won't even accuse SegFault.

33
Audio / Having multiple sf::Music open
« on: September 16, 2016, 01:18:01 am »
Is there any problem having multiple sf::Music opened? Should I call openFromFile(...) only when I'm about to play it or can I have multiple sf::Music opened and then just call play when I want? Even if there "shouldn't" be a problem, what is safer, faster and what not?

Currently I open all my music at once on the start of the program, then play it as I need, but I'm not sure that's a good idea.

34
SFML projects / Re: Dispersio is on the Greenlight!!!
« on: September 02, 2016, 04:05:51 am »
Voted, good luck!

35
General / Re: Save to Memory
« on: August 21, 2016, 02:48:19 am »
Ah, of course! It's more trivial than I was thinking.

Read the file using normal c++ file operations, copy it - with byte accuracy....

That's all I needed to read.

Thanks!

36
General / Save to Memory
« on: August 20, 2016, 02:10:58 am »
Hello all,
I have a bunch of images, fonts, sounds and musics that I want to pack into a single binary file. I know there are loadFromMemory functions, but how to I write these objects in the memory in the first place?

In an ideal world I would have something like this:

// rscMap is a std::map<string, X*> where X can be sf::Sound, sf::Texture, etc...
std::ofstream file("my-pack", ios_base::binary);
file << rscMap.size();
for (auto resource : rscMap){
  file << resource.first;
  file << sizeof(*resource.second);
  file << *resouce.second;
}

If there is a library that already does that I would like to know as well.
Thanks!

37
SFML projects / Re: Super Mario game
« on: August 18, 2016, 02:07:34 am »
I played for a few minutes, it works mostly fine. Except:
1) if you are touching a pipe and jump you collide with the edge of top of the pipe.
2) when you collide against a solid object thus stopping, it seems like your speed doesn't immediately reset to 0.

Cheers!

38
SFML projects / Re: Pointless Wars - [Turn-Based Pointless Strategy]
« on: August 18, 2016, 01:23:04 am »
Multiplayer Programming and Server
I've been looking in the market for server rental services where you pay by the hour and I found out that at amazon web services you get one year for free. Of course the machines you can have for free are crap, but the advantage of this being a turn based strategy is that CPU use is minimal. I only care about connection speed, and it's fast enough. It's easy to say that while I have only one match running at a time  ;D

But the main purpose of me talking about this particular subject is that if there's someone out there that wants to know the learning steps from "I don't know shit about multiplayer programming" to "I know barely enough to make turn-based game client and servers" this is how I did it (not necessarily in this order):
  • Understand the TCP IP features of SFML. Understand blocking and non-blocking functions, that's very important. You will probably use non-blocking in your "serious" games.
  • Understand what is a client and what is a server. This last one is an overloaded word, it can mean both the machine (or virtual machine) that runs a software or the software itself, so that's not confusing at all.
  • Understand how to access another machine using FTP, SCP and SSH protocols. You only need to learn how to use the softwares that provide such services really, such as Putty (for SSH) and WinSCP if you are using windows.
  • Understand basic commands on Unix machines. Try it out at amazon web services (not a sponsor)
  • Don't start with your game. Make a chat first. Then make a tic-tac-toe. Then make a tic-tac-toe match making server.

Once you have all this knowledge you know barely enough to make a multiplayer turn-based game client and server.

Other stuff
Now I think I have all the tools I need to finish the game. I've got the music (@JeffPenny), the game client and server, the pointlesswars.com domain and the motivation.

Latest work done: got started on the in-game menu... making volume sliders is not that easy, have some appreciation please.

39
SFML website / Re: Link to different versions
« on: August 16, 2016, 04:19:31 am »
What I mean is this: let's say Bob googles "sfml sprite", it will link me the sfml 2.0 (or whatever) sprite documentation. But Bob is not using the version 2.0 nor the latest one, he's using something in between. So it would be nice for Bob if the "old version" warning included links for every version so he be redirected to the version he wants.

The more I think about what I'm asking the more spoiled I think I am.

40
SFML website / Link to different versions
« on: August 15, 2016, 06:03:18 pm »
Hello,
I very much like the new "old version" warning on the website. It was very convenient for me while the 2.3.2 version was the most recent one. Now that it isn't, it's not that useful anymore, unless I update my library.

What if aside from linking to the most recent version, it gave you a link for each version? I don't know the complexity of such task, I'm just throwing it out there.

I'm talking first world problems here, the website is already great.

41
SFML projects / Re: Pointless Wars - [Turn-Based Pointless Strategy]
« on: July 10, 2016, 07:16:05 am »
For those wondering the state of the development, it's still going strong!
Big steps were made related to the soundtrack and the website.
In this project I wear many hats, and right now I'm wearing the project manager hat only.
I'll get back to the updates when I'm wearing the PR hat.



 :D

42
SFML projects / Re: Selba Ward
« on: April 29, 2016, 04:12:42 pm »
Ah, I see now. Nice little features to have, I'll add the library to my toolbox :)

43
SFML projects / Re: Pointless Wars - [Turn-Based Pointless Strategy]
« on: April 28, 2016, 06:29:06 pm »
Thanks friends! Your comments filled me with determination.

44
SFML projects / Re: Selba Ward
« on: April 28, 2016, 06:25:29 pm »
I didn't know 9-patch was a thing until now. Seems like such a nice feature, I'll definitely try it.
I'm curious, what is/was/will be the Spinning Card?

45
SFML projects / Re: Let's make 16 classic game in C++ video series
« on: April 28, 2016, 05:32:29 pm »
Very well put together. I think the fact that everything is in a single file makes it easier to a beginner to understand. I myself, when made my first game using Allegro a competitor, just shove it all in a .cpp and it worked. Beginners only care for results, and your videos show a very straight-forward way to do it.

Good job!

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