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Messages - Peteck

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31
General discussions / Re: SFML 3 - What is your vision?
« on: June 24, 2014, 10:20:56 am »
- Support for multiple monitors.
I'm curious, what do you mean by multiple monitor support? :-)

32
SFML projects / Re: Some simple "perlin" noise
« on: June 23, 2014, 02:45:11 pm »
Well, noise functions is always cool to have. But for your code it's not really a function, but just a project file.
It would be alot better if you provided us a class/function for using the noise function. If I had to use what you wrote above, I first have to learn and understand your code and then strip out the things that I actually need for making the noise.

Anyways, the noise looks great, but I would not use it as it is right now. Simple because it isn't simple for anyone besides you to use.

33
Like zero movement?
Exactly, the program didn't crash! But the particles just stopped moving.

34
I made it freeze, don't know what actually I did. Was playing around with the pre-release and well, it froze!

35
Feature requests / Re: System specs
« on: June 16, 2014, 02:08:44 pm »
I also would like to see this feature. Will be very useful for auto-config as mentioned above.

36
SFML projects / Re: Feedback wanted - Simple Gravity Game.
« on: June 13, 2014, 01:39:08 pm »
Sitting here and hitting the wormhole like 10 times, but nothing happens. I then look at your description which then explain my frustration why nothing happens when hitting it  ;D

But fun anyways  :)

37
SFML projects / Re: Unnamed "Tug-Of-War" Strategy Game
« on: June 03, 2014, 08:49:20 pm »
Do you have any ideas for a date for when you would release a playable alpha version?

38
SFML projects / Re: Unnamed "Tug-Of-War" Strategy Game
« on: June 03, 2014, 11:25:42 am »
Looks really great and would love to play this. But can't help wondering if deferred rendering is abit overkill for the game as it is right now? Wouldn't simple forward rendering give better performance? Cause I don't really see any light beside the directional light. Also the shadows could use some better anti-aliasing. Maybe some linear filtering on the shadowmap?

But love the concept of this game and I will be looking forward to try it for sure!

EDIT: Also it seems like your shadows have some "peter panning" issues

39
SFML projects / Re: d3d (Deferred 3D) - A 3D Engine Using SFML
« on: April 05, 2014, 12:43:10 pm »
It looks like to be very amazing, I wonder how you did for the lighting.

Well thats the biggest benefit of deferred shading. You can read more about here:

http://en.wikipedia.org/wiki/Deferred_shading

40
Graphics / Re: How would I handle displaying cards?
« on: April 01, 2014, 08:55:37 am »
As I living of being a web developer my brain want me to split everything up. When coding a layout for website I like to cut everything out into separate files, just so I won't get big image files and long loading times. And most likely I'll find out that I can use simple rectangle shapes to replace the images and then avoid even a bigger image load. When you're designing the cards in photoshop (or whatever program you'll use), I guess you'll use layers. Split all these layers into separate images. But to avoid loading alot of images, you can just put all these common image parts for your cards, into ONE bigger image file and use the setTextureRect() on the sprite class to locate your image parts for your cards.

41
SFML projects / Re: Spooker - Open Source Game Framework
« on: March 31, 2014, 10:32:13 pm »
Oh my bad. Didn't really read what you wrote. Just looked at your code  :-[
But I think you should really dig into shaders and you will find out that you can make alot of cool things for your game engine! And dont worry - shaders is actually pretty easy when you first know the basics of them, especially when it's only 2D  :)

42
SFML projects / Re: InDee Toons - Animated Game Characters
« on: March 31, 2014, 10:06:45 pm »
The characers look cool and I think that maybe someone will find them usefull. But cant see me using it my self.

But I don't really see how this relate as a SFML project?

43
SFML projects / Re: Spooker - Open Source Game Framework
« on: March 31, 2014, 09:57:22 pm »
Wouldn't it be a better idea using a simple fragment shader to render the lights into a texture? This way you avoid loading a image asset for such a simply task, also you have the ability to define how the light should look with some parameters. But if you still going with the lightmask in a image asset, well .. what if I use a zip archive for all my assets and I need to load it in by memory?

Btw. good choice changing the name. And even better that you have choosen a cool name :D

44
General / Re: Can't seem to install SFML
« on: March 27, 2014, 10:38:42 pm »
How do you rebuild SFML?
Download and compile the source code.

You can download it here: https://github.com/SFML/SFML/archive/master.zip

Or go browse the git repository here: https://github.com/SFML/SFML

45
Graphics / Re: Clear or reset a texture?
« on: March 27, 2014, 10:26:41 pm »
Hmm. I'm not able to make some test right now. So don't if it gonna work, leave any memory leaks or something. Be when you call loadFromImage(), try to call create(unsigned int, unsigned int) with the size of the image before loadFromImage() and see if you get any stretch then?

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