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31
General / Re: making a cross platform program
« on: October 27, 2014, 11:00:17 am »
premake is also what I use, but it's still missing the ability to create an install target, which is a pretty big flaw as you'll have to manually add it into the makefile afterwards. It has been on the roadmap for a number of years but no one has yet tackled it.

32
SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: October 06, 2014, 11:50:02 am »
This perspective seemed to work well for A Link to the Past:



Personally I don't have a problem with it.

33
SFML game jam / Re: 4th SFML Game Jam
« on: October 02, 2014, 07:17:51 pm »
Valentine's Day is a no-go for me, my wife would not forgive me ;)

I voted for the first one by flipping a coin but the last one is equally good for me.

34
SFML development / Re: SFML Context Management
« on: October 02, 2014, 09:58:33 am »
Personally I'm in favour of explicit context management being at least possible, if not the default. Perhaps there could be some mechanism to decouple SFML's concepts from the contexts.

I'd be wary about ditching SFML's context management entirely; the forum is already filled with tons of posts about textures not being drawn correctly due to scoping issues, as an example, so I can imagine the flood of angst that will be received should SFML stop behaving in a way that people have come to expect ;)

35
Window / Re: Windows gains focus only at borded
« on: August 07, 2014, 03:50:57 pm »
Or maybe the SFML Team just throws all the code in there and hopes for the best.. you never know with those guys.

:o

36
If they use it for their logic then of course there is no problem if they call Lua that calls C++.

That's what I meant.

That'd be hard as hell and probably not time well spent since there are so many generators/binding libraries for Lua already.
Again: this is not a binding library at all and you are free to use any binding library with it.

I'm not talking about the actual binding itself, but how the console interacts with the binding once it's there (rather than just being able to call standalone functions in a dumb way).

37
Quote
Who would expect to call C++ functions... via a Lua prompt..?

Anyone who uses lua as a scripting language front-end for their logic...?

The second paragraph is closer to what I was attempting to put across - being able to read the game world and remember state via the console etc. (thinking along the lines of The Sims' console here). Some form of interface to be able to bind concepts as opposed to functions, I guess. I appreciate it could be quite a lot of work, but it would be quite nifty if the end user only had to worry about the C++ side of things (I can think of a few ways to do this, though some may not be feasible - I'm no lua expert by any means).

38
I'm not sure I understand what parser you mean...

Sorry, I don't think I explained myself clearly.

Presumably someone using this console would be expecting to be able to call functions defined in the C++ via the console, not just stuff defined in the lua file, so it would be nice to have a clear interface for doing this without requiring the user to do too much boilerplate. By extension, tab-complete would need to know about these too.

39
Seems to work fine for me :)

One thing I'd like to see is a clean interface for injecting functions and object methods into the parser, so that syntax something like the following would be possible:


setFramerate(24);
Framerate set to 24
entity = world.getEntity(12);
Entity does not exist
entity = world.getEntity(1);
Entity ID 1 (Type: Car) selected
entity.destroy();
Entity ID 1 (Type: Car) destroyed
...


That sort of thing I could see being really useful, especially for testing purposes.

Compilation throws up a ton of warnings with -Wall on, mostly about comparing signed and unsigned, but that's by the by.

40
SFML wiki / Re: Settings parser
« on: July 29, 2014, 06:54:33 pm »
Mine wasn't an objection, mine was a 'let's clarify before someone reads this thread and doesn't bother to follow the links' ;)

41
Graphics / Re: Large arrays of sprites crashing
« on: July 29, 2014, 03:42:32 pm »
Is that a limitation of SFML, or simply a limit of C++?

It's a limitation of your CPU at the very lowest level, but your runtime environment and / or compiler can also set limits.

42
SFML wiki / Re: Settings parser
« on: July 29, 2014, 03:33:10 pm »
By the way, why have you added const to every parameter? This does not improve const-correctness, it just adds information that is useless to the caller and therefore makes the function interface more difficult to understand.

It's probably worth clarifying that this applies to the copied second args (const bool value, const char value etc.), not the string references.

43
Feature requests / Re: Make the class serializable.
« on: July 23, 2014, 07:36:37 pm »
One small warning about Boost serialization, coming from experience: data serialized with one version of the library may not necessarily compatible with applications using a different version (e.g. data serialized with Boost 1.50 may not be readable in an application using Boost 1.54). It's something to bear in mind if you save the serialized data to disk or send it out over a socket etc.

44
Graphics / Re: sf::Text::getText Heap Crash
« on: July 19, 2014, 07:35:16 pm »
And if you do make the same mistake again, or a similar one, you'll have a headstart on how to solve it :)

45
General discussions / Re: SFML 3 - What is your vision?
« on: July 16, 2014, 09:44:12 pm »
Oh, so you WERE talking about Blender 3D.

That begs the question as to why Allegro named some of its alpha blending functions 'blender', but that's by the by.

Back on topic, I don't think SFML will be, or should be, providing any form of 3D format functionality unless it is to become a library for 3D applications as well. It just doesn't make sense until such a time.

I've only said that it should be easier to create one.

If it were that easy, then no one would be creating engines any more because we'd already have a perfect one.

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