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Messages - zmertens

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31
General / Re: SFML not drawing anything on window [Linux, Eclipse]
« on: February 24, 2015, 04:28:25 am »
This is just a wild guess, but are you completely sure that window.display() is being called at the end of the render loop? I notice when I test the code you posted (on Ubuntu Linux) it creates a sort of screenshot effect in the window when window.display() is commented out. Otherwise it runs fine. Did you try the SFML-Linux tutorial and just using a text editor + command line?

32
General / Re: Are There Any Good Youtube Tutorials?
« on: February 17, 2015, 01:16:27 am »
Like Jesper Juhl said, the best and most accurate sources are the SFML Wiki or book - however, I think might be worth a mention. It's kind of a mixture between modern C++ and SFML and touches on a wide variety of topics in addition to SFML library functions. I think it's a pretty solid resources and it seems to have gotten pretty good feedback in the SFML forums

33
General discussions / Re: distributing SFML projects on Linux (binaries)
« on: February 14, 2015, 11:24:09 pm »
Hm, if you suggest to distribute the SFML lib (.so) with the app anyway, why not linking the app statically with SFML then? That would even eliminate code, that is never called by the app.

I was reading around the Web and I thought I came across some discussions that static linking on Linux wasn't preferred (although I can't remember the exact reasons - I think it was a StackOverflow discussion). I was hoping to get a second opinion and to see how long time Linux / SFML users would consider distributing their applications. I've been browsing Itch.io a lot recently and I want to distribute my project there. It seems that a lot of the projects uploaded there which support Linux use Unity which I think takes care of linking automatically  but I just was looking for a second opinion.

Also, thanks for all the excellent feedback and links, its been very helpful and educational.

34
SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: February 14, 2015, 11:13:08 pm »
I love watching this project evolve. The new GUI, sounds, and textures look amazing. Great work!   :)

35
SFML projects / Re: Escape From Fog - 3D Maze game
« on: February 14, 2015, 11:12:05 pm »
I uploaded an image album and a brief video as well as some other information on this project. I'm hoping to have a playable version that can be downloaded in a couple days (I've been having trouble getting my binaries to run on my test machines).

36
SFML projects / Re: Screenshot Thread
« on: February 08, 2015, 08:03:05 am »
This is my "Escape From Fog" game. I have a dedicated project thread here. I finally got the lighting with attenuation working (before the entire maze was illuminated which didn't look right), and there should be a hint of fog (linear fog formula).


37
Feature requests / Re: Object Loader (similar to AssImp)
« on: February 07, 2015, 09:59:20 pm »
You guys make some good points. And Mario's right, stb_image does support TGA's according to the GitHub. I think I was thinking of another popular object file type at the time I wrote that. I guess I just wanted something that had the same spirit as SFML (to satisfy my OCD). I think if I have some extra time I might try to make sf::Model class for fun - it would only be able to parse .obj files though (because that's all I know).

namespace sf
class Model
{
public:
    Model(std::string filename);
    // getters + setters
private:
    std::vector<sf::Vector3f> mVertices, mNormals;
    std::vector<sf::Vector2f> mTexCoords;
    std::vector<unsigned int> mIndices;
};

 It would basically perform the same functionality as the ASSIMP ai_scene that gathers normals, indices, vertices. But like Laurent said using ASSIMP is much easier (and provides more functionality) so I'm not sure what the real point would be.

38
General discussions / distributing SFML projects on Linux (binaries)
« on: February 07, 2015, 06:43:03 am »
I just started really using Linux (Ubuntu) a couple months ago and I was wondering how you guys distribute a binary on Linux (so excluding CMake or source files which I realize is the preferred Linux way). The context for this situation is if I just wanted somebody to be able to play my game right away (like on itch.io). Could I just have the SFML .so files adjacent to the binary similar to .dlls on Windows? I looked at static linking but I saw some posts on Stack Overflow which suggested this might be a bad thing to do.

Anyone comments or tips would be awesome.

39
Feature requests / Re: Object Loader (similar to AssImp)
« on: February 06, 2015, 09:58:22 pm »
I don't mean integrating ASSIMP directly into SFML, but using similar features (similar to how sf::Image uses stb_image internally if I recall correctly).

40
Feature requests / Object Loader (similar to AssImp)
« on: February 06, 2015, 09:43:58 pm »
Any chance SFML could add an in-house object loader for common files types (.obj, .tga, ...) similar to ASSIMP? It could be very useful just to get the vertices, indices, normals, and so forth for 3D projects. I'm not too familiar with all the file types, but I know .obj files are pretty straight forward to parse.

41
General / Re: Weird build problem with SFML 2.2
« on: February 06, 2015, 09:35:29 pm »
Were you building on Windows with MinGW + CodeBlocks by any chance? I had a similar error message pop up if I remember correctly. In  the SFML tutorials it talks about 2 different distributions of MinGW (CodeBlocks uses a different one than the standalone MinGW it appears).

42
SFML projects / Re: Moonman (my sfml game is on kickstarter!)
« on: January 19, 2015, 06:09:32 pm »
Looks beautiful. I love the quirky music and the ambiance. I can't wait to see it on Steam. Do you mind if I ask what you use to make sound effects / music?

43
SFML projects / Re: Escape From Fog - 3D Maze game
« on: January 19, 2015, 05:51:49 am »
I decided to change the project, so I edited out all the original text I had (regarding the FPS clone). I figured I'd use the same post since this is still essentially the same project.

Quote
Oh dear those basic textures. X_X Any way to make it easier to look at especially on the corners?  Nice idea though. :)
I want to try to do procedural textures like wood or marble (mostly just for the sake of doing it).  :D

44
SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: December 20, 2014, 08:10:22 pm »
@CirrusMinor,

I just think its a fun game and putting it up on Steam could get a lot more people to play it. As far as the process goes, I know you have to get a Steam account, and then you have to pay a one time $100 fee (to prevent spam accounts), and then you go through an approval process (where the Steam community votes on it), and you have to use Steam workshop I think to bundle your executable. I'm not entirely sure since I've never done it but here are some FAQ if you're more interested. I only mention it because its a cool game and I think a lot of people from the SFML community might support you (and I assume people here use Steam but maybe not).

45
SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: December 20, 2014, 08:28:39 am »
Hey CirrusMinor, have you considered putting your game up on Steam Greenlight? I'm sure a lot of people in the SFML community would support it.

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