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Messages - Mörkö

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31
General discussions / Re: A few questions to main developers.
« on: March 02, 2015, 08:34:18 pm »
Are you really comparing this to the version of OpenGL used internally? ...
No no, I was just making an extreme example.

32
General discussions / Re: A few questions to main developers.
« on: March 01, 2015, 02:54:43 pm »
The whole point of using a library is abstraction - not having to know how it really happens at a lower level. As long as the external behaviour is consistent, the library would have done its job. In the end, when you request SFML to draw something in your window, it doesn't really matter whether it happened through OpenGL, Direct3D, Mantle or OpenGL Next does it? That is the reason why you are using SFML as a library, so you don't have to know how it really does things.
I disagree. One might use a library because it's abstractions are nice, but why are you stressing that the user should be happily oblivious to what goes on below the abstractions?

As an example, imagine if every time someone uses the SFML network module to send a packet, a copy of that packet is also sent to the SFML developers, Google or NSA, etc. If my packet is received where I intended to send it, then SFML would have superficially accomplished what it promised to do, but I would very much indeed care about what is going on internally.

33
SFML projects / Re: [Looking for devs, graphist]Shmup game project
« on: February 27, 2015, 09:17:45 am »
You should show your code, make it as open and visible as possible. Having your repos private and hidden will diminish your chances of finding collaborators.

Have you finished a lot of small games before? If you haven't already made games like pong, snake, breakout, pacman, etc, then it's very unlikely you would be able to create something more epic than those games either!

In order to spawn interest in your project and entice people to join you, having some kind of explanation of what they would be getting into is critical, because right now there isn't really any info at all, and I find it hard to believe anyone wants to join a project without knowing what it is.

But that's just my opinion, take it as seriously as you wish.

34
Graphics / Re: Stretching image to fit window size
« on: February 13, 2015, 11:04:46 am »
Thanks that was simple, I was messing around with setting and changing sf::Views and making it way more difficult  ;D

35
Graphics / Stretching image to fit window size
« on: February 13, 2015, 10:48:08 am »
I want to draw everything according to a fixed frame, say 1600x900, and then stretch or shrink the complete image according to actual window size. For example if the window is 1920x1080 then everything is slightly stretched but if it's 1024×768 then the image is shrunk down.

The SFML window seems to do this automatically if I create a window, draw something and manually resize the window, but how do I achieve the same effect by default?

36
SFML projects / Re: Rage - a "modern" rogue-like
« on: February 10, 2015, 06:09:19 am »
Nice progress. Yeah, I also often prefer starting over in favour of refactoring old code  ;D That's why I recently started challenging myself to do small projects from start to finish in one month time, so that I'm forced to finish something rather than just rewriting the same "epic" project again and again every time the old code starts to look embarrassing.

Do you have a github page or similar? Having a look at your source would be interesting.

37
General / Re: AW: Terrain Layers
« on: January 29, 2015, 09:15:50 am »
Thus if you want just one draw call, you'll have to add everything to ond vertex array and you need to sort and arrange the vertices the order they need to be drawn in.

What about something like this:

1. Update every entity position
2. Sort entities based on Z component
3. Iterate entities, concatenating their personal vertex array into a single array
4. Draw vertices

?

38
SFML projects / Re: Rickety Racquet [including Beta download]
« on: January 22, 2015, 11:09:27 pm »
It looks so soft and user friendly  :)

39
SFML projects / Re: Screenshot Thread
« on: January 16, 2015, 11:05:42 pm »
Not the most recent screenshot, but until I'll officially open a topic here, it will do. The game is named "Rickety Racquet".

Did you come up with that visual style yourself? I absolutely love it.

40
Graphics / Re: sf::Texture load from memory
« on: January 15, 2015, 05:24:40 pm »
Thanks all, and esp Jesper and Laurent for the examples, it's clear now, and I got it to work.

Quote from: grok
am I right you want to embed your encrypted images into the executable and then load them normally using loadFromMemory into sf::Texture?

Nope, like Jesper Juhl said, embedding is enough.

41
Graphics / Re: sf::Texture load from memory
« on: January 14, 2015, 11:43:11 pm »
Yeah, I guess that will do it, but it's not quite what I was after  ;D

I should have mentioned my goal is to embed some images in the executable, so obviously loading the data from a file defeats the purpose. Sorry my bad.

How would you do it with C formatted data?

42
Graphics / sf::Texture load from memory
« on: January 14, 2015, 05:34:57 pm »
Hi. I'm having trouble figuring out how sf::Texture::loadFromMemory works. I would be grateful if you could demonstrate a complete minimal working example how to use it.

If you don't want to generate your own image, then you may take one of these:

(click to show/hide)

(click to show/hide)

Thanks.

43
SFML projects / Re: It Always Ends In Nuclear War
« on: January 12, 2015, 12:26:16 am »
If you really need a full blown IDE then KDevelop is a solid choice. But personally I just use the "editor component" Kate alongside a terminal window:

*Write some code* -> *alt-tab* -> clear && make && ./start

Nice and simple work flow. The only annoyance I've had with Kate is when changing git branches, every changed document will show a dialogue asking to reload the file or save as new.

44
SFML projects / Re: It Always Ends In Nuclear War
« on: December 29, 2014, 12:33:30 pm »
Quote from: Sub
I implemented a pathfinding algorithm known as a* forever ago, and it miraculously still works with It Always Ends In Nuclear War after all the changes I’ve made to the code (check out the above screen; purple tiles would be the path), but I’m going to have to improve the system further if I don’t want it to grind the game to a hault.

Is your program single threaded? What about having two threads, one for graphics and one for game logic, that way the UI can remain responsive even if you need to run CPU intensive tasks such as A* on a very large graph.

I really like the visual style btw.

45
General / Re: AW: Is it fine to have sf::Font and sf::Text as global
« on: December 28, 2014, 04:19:19 pm »
It's bad design and can lead to crashes. In most cases using globals to solve a problem is a bad decision.

Can you show some examples of where people experienced crashes explicitly due to using globals (threads on the forum etc)? Alternatively a small code example reproducing a bug caused by a global variable.

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