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Messages - Jonny

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76
Graphics / Re: Rotate around 2 points at the same time
« on: October 13, 2016, 08:08:01 am »
I don't know about you but I'd find it extremely hard to only move my mouse along one axis! are you sure you're not making tiny movements along both?

To test you could either make it output your mousex and mousey each time the mouse moves and check what the values are, or alternatively just test one axis at a time to make sure they behave as expected

77
Just for the record, I've created VS SFML templates for 2013 and 2015 without (major) problems, so I'm confident it isn't an SFML problem. The templates are on the VS extension gallery so you can try them out if you want (Go to create new project -> online and search for "SFML" and you should find it). As Laurent said they aren't official, and I've only added them in case they are of use to anyone else.

My best guess for your problem would be that you aren't including the source files correctly when you create the template, but there are better places to find help with that than here. Hope you solve your problem.

78
Network / Re: Sfml network dont work
« on: September 29, 2016, 05:05:31 pm »
Which port was it? Have you tried a few different ones?

79
Alternatively, set both their origins to the same point (as the origin doesn't necessarily have to be within the shape bounds) then rotate them as you would normally.

80
General discussions / Re: Contribution - Visual Studio 2015 Installer
« on: September 26, 2016, 04:15:19 pm »
Awesome, I actually did something very similar for my own use, but also uploaded to the VS extension gallery so that if anyone else wanted to use them it can be easily accessed from the "New project" online tab (if you search for "SFML" there you will find them):

https://social.msdn.microsoft.com/Profile/jonny%20paton/extensions

I've been meaning to tidy them up and fix a few issues for quite some time (Also just noticed the comment asking for 2.4 so I need to add that to the list!)

Admittedly had kind of forgotten about them but seeing as they're consistently getting double digit downloads each day I should probably go back and sort them out...

81
SFML projects / Re: SFML DOOM v0.1
« on: September 23, 2016, 09:21:24 am »
Thanks to Aster and some of the other #sfml IRC posse, linux 64 bit builds should now be working. I've also added builds for Linux and Windows to the github page, OS X will follow shortly.

Feel free to add any issues/feedback you have either in here or on the github page - I'm kind of procrastinating to avoid doing the music/network code so anything else to focus on would be great :P

82
Graphics / Re: Dofus Maps System
« on: August 31, 2016, 04:15:19 pm »
I prefer my solution and it's works perfectly without scales the tiles, please take a look at my repo for testing :/

Is the problem solved now then? or is there a new one?

83
Graphics / Re: Handling multiple Textures and Vertex Arrays
« on: August 31, 2016, 04:14:27 pm »
I am sure that caching texture and delaying loading is not a good approach, as i said in any way, no matter from where you take data(ram or disk), in order to load texture, causes lags(because of data transition)

delay loading is fine, and there's a massive difference between loading something from RAM and loading something from the disk. I also don't think you're really addressing OP's problem

To address OP's problem: vertexarray's shouldn't use up much RAM at all, how much RAM are we talking? It'll be the textures which increase the memory usage most I suspect, and the difference between loading lots of separate tiles or loading one big tile comprising the smaller ones I don't expect would be that huge (might be worth testing?).

The main thing I'd say is don't worry about performance unless you're sure there's an issue that needs to be addressed (it's also much more fun not worrying about it all the time :P)

84
Graphics / Re: Dofus Maps System
« on: August 30, 2016, 02:33:38 pm »
Why not just split the convex shape into two triangles then check if the mouse position is inside them? There are definitely resources on the internet with advice on how to check if a point is within a triangle, as I've used them before ;) (hint: barycentric)

Hope this helps

85
SFML projects / Re: SFML DOOM
« on: August 30, 2016, 12:48:06 pm »
Yes I'm on windows, building everything 32 bit

The -m32 flag is already there for SFML-DOOM, but without 32 bit SFML binaries it won't work, so you'll have to use the same flag when compiling SFML. I think to install the 32 bit versions of SFML dependencies just add ":i386" on to the end of the package name (that worked for me using apt-get at least).

Once you've got SFML compiled as 32 bit then the cmakelists provided for SFML-DOOM should theoretically just work (although sods law I've put the wrong slash in one of the includes since I last built on Linux!)

Hope this helps

86
SFML projects / Re: SFML DOOM
« on: August 24, 2016, 11:55:54 am »
Updated it to use 2.4 yesterday for the new cursor grab stuff, so that's the minimum required version now.

Currently it only works as 32bit because of the pointer arithmetic, which I understand is a bit of a pain on Linux, but can certainly be done. I'm not sure if BUILD_SHARED_LIBS will have any impact on whether you're building 64 or 32 bit. IIRC I had to manually modify the makefile for SFML to add the -m32 flag to get it to build 32bit.


87
SFML game jam / Re: Wanna another? (early 2016 edition)
« on: July 29, 2016, 09:12:59 pm »
The results or the next jam — which comes first, we never know.

or neither...

88
Graphics / Re: All fonts I try to use are blurred randomly.
« on: July 26, 2016, 01:36:08 pm »
Although your position is rounded to ints, your origin isn't, which will cause the same issue. Try rounding that too

89
SFML projects / Re: SFML DOOM
« on: July 03, 2016, 04:17:08 pm »
A couple of updates:

  • I've Implemented controller support now, both in the game and menus (usual fps controls)
  • Fixed distortion on sounds. After much internet reading it turns out the sign needs to be flipped as well because 8bit sounds are unsigned whereas 16bit are signed. So now bitshifting by 8 and flipping the sign bit makes is sound near as damn it perfect!

90
SFML projects / Re: SFML DOOM
« on: May 06, 2016, 12:11:39 pm »
Ah thanks for pointing that out FRex, that'll teach me for being a doofus and committing without checking!

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