Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - OniLinkPlus

Pages: 1 [2] 3 4 ... 34
16
General / Re: Code::Blocks and C++ has stopped working.
« on: August 12, 2013, 04:02:14 am »
That exact code works perfectly fine on my computer, drawing a green circle that covers the window as expected. Try recompiling SFML or reinstalling it, it may be a bad configuration. Also, make sure you're on the latest version.

17
General / Re: Code::Blocks and C++ has stopped working.
« on: August 12, 2013, 03:49:58 am »
If it's a segmentation fault, then you're using pointers. Incorrectly, I might add. Please, post complete and minimal source code that demonstrates the issue so we can point out exactly what is wrong.

18
Graphics / Re: Low framerate for empty rendering?
« on: August 11, 2013, 01:04:08 pm »
1700 fps? That barely over half a millisecond per frame. If you're expecting to get faster than that on any computer other than a ridiculously high end computer or a supercomputer, you are, quite frankly, insane. ESPECIALLY when you're writing to the console every thousand frames.

19
Graphics / Re: sf::view is incredibly slow?
« on: July 10, 2013, 09:02:45 am »
There is no reason that I am aware of that sf::View should cause such horrible slowdown. Please post complete and minimal code that reproduces this problem so that we may investigate the cause.

20
binary please read what i wrote. I did solved that as it says in my text. I know you are giving your best to make me look like dumb but please read text next time. Didnt mean to insult. So answer on question no. 1 not no.2 since i solved no.2 by myself by [guess how] reading the tutorial again. And as i said i already did set the linker in Code::Block and i didnt have problem with code blocks in first place as i said in my text. Thank you for your understanding
He posted literally 10 seconds after you edited your post saying you solved it. So he started that post well before you edited, and likely finished it just as you updated to say you solved it. Don't accuse him of trying to make you look dumb, he wasn't. It was just a case of timing.

21
Window / Re: Backspace not erasing last char?
« on: June 24, 2013, 12:19:34 am »
You're not clearing the window when you should.

22
SFML projects / Re: Colonies - A Retro Sandbox Survival MMO
« on: June 18, 2013, 03:07:52 am »
It works on Wine right now if you're interested. I can't port it fully until later- once I don't release updates every day ;)
It's built on SFML, right? What are you using that prevents easy porting? You should be able to just cross-compile and be done with it.

23
General / Re: Making SFML smoother and more accurate
« on: June 17, 2013, 06:53:27 pm »
There are several reasons it is wrong.

1. I could be wrong on this one, but iirc, until you've finished processing events for the frame, the Keyboard and Mouse buffers won't be up to date. If you want the sf::Keyboard and sf::Mouse functions to give you up to data data, you must call them after the event loop.

2. When your game is running, there may be frames where more than one event is processed. If multiple events are processed, your sprite will move multiple times in that frame when it should only move once. Conversely, if no events occur in a frame (which is usually more likely than multiple events in a frame), then your sprite won't move at all when it should.

24
Graphics / Re: Textures disappearing out of existence.
« on: June 16, 2013, 07:50:41 am »
Nvidia's 320.18 drivers are known to literally fry people's GPUs and make them unusable. I highly suggest reverting back to a previous version of the drivers.

25
4. Good to know, as we have to use Visual Studio 2010 edition(Uni has yet to upgrade =P) ill add some delete calls in the 'escape/close window event'
Don't even do that. Just flat-out stop using new. Unless you are working with low-level programming ala driver-space or kernel-space, the odds you will need to use new/delete is 0.000001%. Every time you use it here is unnecessary and BAD BAD BAD.

26
Show us complete and minimal code that reproduces your problem. I think I know what your "problem" is, but I can't be sure without code.

27
Graphics / Re: How to work with std::vector when using pixel array.
« on: June 14, 2013, 12:11:54 pm »
Option (b) will only work with the very latest compilers, so I'd recommend option (a). i.e.,
That's just flat-out wrong. Based on vector's definition in the standard, it's safe and has always been safe (in any sane implementation of std::vector) to use &pixels[0] in place of data().

28
Feature requests / Re: B├ęzier curves
« on: June 09, 2013, 10:13:01 pm »
If it's going to be implemented, look into the recursive definition. It can be very useful for finding the different points. Also consider using a finite number of "steps", like the circle shapes do. Circles use 40 points by default, so the angle betwen two consecutive points is 2pi/40. Bezier curves use a parameter t instead of angle, so perhaps split that into 40 pieces and creating a 40 point line?

29
General / Re: Cannot open included file. Newbie problem!
« on: June 08, 2013, 07:41:47 pm »
What. You're SUPPOSED to name it main.cpp. If changing the filename to just main fixes it, something is seriously wrong.

Meh, guessing his main got named main.cpp.cpp ?
Possibly, he's on Windows so it might be hiding filename extensions.

30
General / Re: Cannot open included file. Newbie problem!
« on: June 07, 2013, 10:50:28 pm »
What. You're SUPPOSED to name it main.cpp. If changing the filename to just main fixes it, something is seriously wrong.

Pages: 1 [2] 3 4 ... 34