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Messages - Jonny

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61
I don't use code::blocks, as I find using VS and vcpkg to manage packages much easier, but each to their own of course!

Presuming you're using minGW, did you make sure to download binaries EXACTLY matching your minGW version?

62
General discussions / Re: Unfreezing the API
« on: January 25, 2018, 08:10:01 pm »
I've flogged this horse plenty, but for the record (again) I agree with OP, mainly on speed of development.

I don't think OP is saying it's frozen by choice or intent of the SFML team, just that it's frozen due to slow development, If you only do a major release every 5 years (or more) and refuse to make api breaking changes except on major releases then progression is really stifled.

In my opinion adding more structure to the release schedule would help (i.e. say minor release every quarter, major every year).

63
Window / iOS incorrect window size on reorientation
« on: January 25, 2018, 06:40:49 am »
It looks like the Resized event is reporting the previous window size when the screen orientation is changed.

Debug output here shows the value from the Resized event, graphic is just a 320x200 sprite, and I'm not transforming either the sprite or the view at any point: https://www.youtube.com/watch?v=cJ2af72hiDo


I've tested this on iOS 11 and 9, and I'm using Xcode 9 on macOS 10.13. Has anybody else got this working successfully?

Example code (Not the one used in above video, but has same outcome for me)
 sf::RenderWindow window(sf::VideoMode(),"SFML Doesn't work :(");
   
    sf::RectangleShape shape;
    shape.setFillColor(sf::Color::Red);
   
    while(window.isOpen())
    {
        sf::Event ev;
        while(window.pollEvent(ev))
        {
            if (ev.type == sf::Event::Resized)
            {
                std::cout << std::to_string(ev.size.width) + "," + std::to_string(ev.size.height) << std::endl;
                shape.setSize(sf::Vector2f(ev.size.width,ev.size.height));
            }
        }
        window.clear();
        window.draw(shape);
        window.display();
    }

 

64
Window / Re: Questions about handling a window
« on: January 17, 2018, 07:37:33 pm »
As far as I know it's not possible. SFML only supports the window styles here

In the past I've added extra styles manually, which isn't too challenging if you know the platform specific code for what you want

Maximising the window from code has been discussed for a while but hasn't yet been implemented, more details here

65
Graphics / Re: Termination of a linestrip sequence?
« on: January 16, 2018, 02:27:53 am »
That's not quite right Stauricus - vertex arrays don't have setFillColor as the colour is defined in the vertices, so (as far as I know) there's no straightforward way of creating a quad outline with sf::Quads

to OP - If you use separate vertexArrays they won't be connected whatsoever. If you want to draw all of them in one array you could use sf::Lines although that will require extra vertices (8 per quad instead of 4)

66
General discussions / Re: How to use SFML without xcode on Mac?
« on: April 01, 2017, 12:36:11 pm »
You can use cli or any of the various compilers on any platform. I've used both cli and xcode with SFML on macOS without any trouble (same goes for win/lin)

to answer OP, just use gcc as you would on any other unix program. Use -l command to link libraries, but I'd recommend just using CMake to generate makefiles, that way you can easily go back to the IDE if/when you need it

67
SFML projects / Re: SFML DOOM
« on: March 20, 2017, 06:23:12 pm »
I've put builds up on github for each of the platforms, so anybody can try them. I'm aware there's still a few bugs, and the OSX build doesn't work right now due to the resource path stuff (working on it...).

I've included the shareware wad, but the music is disabled for that due to the license. If you have any official DOOM or DOOM2 wad then they should work and will be fully featured. Theoretically other doom engine games (hexen?) should work too, although I haven't tested. Also any unofficial wads compatible with vanilla doom should work.

Controller  or kb+m for input. ctrl+f for fullscreen. Shout if you have any issues/feedback

68
SFML development / Re: sf::Time & sf::Clock vs C++11 chrono
« on: March 08, 2017, 02:17:31 pm »
chrono functionality with SFML interface would be ideal ;)

I like the power/flexibility of chrono, but it can often be quite verbose and lacks simplicity for common tasks. If I had to choose I'd say remove the SFML classes (ultimately it's one less thing to maintain and allows development to focus on other new features).

69
SFML development / Re: C++ standards
« on: February 24, 2017, 01:55:56 pm »
I pretty much agree with Laurent about language features dictating which c++version to use, but in general I'd limit it to c++11 and below, as compiler support can still be a little patchy for some c++14 features (some c++14 features would even rule out all VS versions...)

  • Remove component-wise overloads in favor of initializer lists: setPosition(x,y) -> setPosition({x,y})
I'm completely in support of this.

  • [[deprecated]] attribute (C++14)
I don't beleive this is even supported in vs2015 unfortunately (yet)...

Based on this page: https://msdn.microsoft.com/en-us/library/hh567368.aspx

For me in vs2015 it also compiles but doesn't report anything, which I guess is better than failing to compile

70
SFML game jam / More?
« on: February 24, 2017, 01:40:30 pm »
Once again it seems dead in the water. It seems the main issue always seems to be lack of time for someone to manage it, whilst also maintaining the custom webstite etc.

I'd propose using something "out the box" such as itch.io or gamejolt, so there's almost no maintenance needed, and also the opportunity to reach a wider audience.

Out of the two suggestions I'd prefer itch.io, as the website feels a bit nicer, and the jams on there seem to have significantly more participation/entries than the ones on Gamejolt (of course open to suggestions if anybody can recommend other services)

Thoughts?

71
SFML projects / Re: SFML DOOM
« on: February 03, 2017, 03:21:18 am »
Since the last update I've added network play, which works for me on the local network, and works cross-platform (I tested macOS playing with win10)

I've also finally got some music playing out of it! Some interesting results along the way...

http://www.youtube.com/watch?v=Dcf5oMY7iTs

72
SFML projects / Re: Voronoi Generator
« on: January 17, 2017, 02:55:22 pm »
I'm currently using it for a little exploration game I'm making with procedurally generated islands. Instead of combining the traditional tile layout with a heightmap, I use the voronoi polygons to make the shape a bit more random:


73
SFML projects / Voronoi Generator
« on: January 16, 2017, 10:39:11 pm »
As part of a game I've been working on I've adapted a library for generating voronoi cells to work with sfml:



The original source, and the person who gets all the credit for the smart stuff can be found here: https://github.com/mdally/Voronoi

and the branch with the mods for SFML can be found here: https://github.com/JonnyPtn/Voronoi/tree/sfVoronoi

At the time of writing it's working on Windows, Linux and MacOS. Because I can't cmake too well, there's two CMakeLists.txt - one for the lib in the root folder, and one for an example app in the "examples" folder.

Currently it's only the example app using SFML, and the internals still remain pretty much untouched, but I'll be modifying it to use more SFML stuff for the internals too.

74
General / Re: How to use SFML in my DLL?
« on: November 28, 2016, 11:00:33 am »
Bit of a stab in the dark, but that line in rect.inl is using std::min. Are you by any chance on windows and including windows.h somewhere? If so, try defining "NOMINMAX" before you include it

75
Unhelpful post

You didn't really address anything to do with this topic. Also I find templates very useful, and time saving rather than time wasting.

AlanGrid: I just followed the steps here: https://msdn.microsoft.com/en-us/library/xkh1wxd8.aspx and it was all quite straightforward. Very hard to say why yours isn't working, but you might have better luck on other more relevant forums, as it seems to be more related to Visual Studio and not a problem with SFML.

Also for future reference use
[code=cpp]
tags when posting code please, makes it much more readable :)

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