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Messages - madcat

Pages: 1 [2]
General / Extlibs sources?
« on: August 19, 2017, 02:02:42 pm »
Hello, nice one.

I'm actually trying to build an IOS app ans send it to the App Store.
the SFML libs compile nicely with bitcode and arm7 arm64 architectures.

I'd like to now if there is a link to the sources (github?) of the extlibs used by SFML.
because I'm required (and so is anyone who wants send an app to the Apple Store) to enable bitcode for
each one of them, and it isn't done by default.

I sent a quick mail to Lukas D├╝rrenberger/eXpl0it3r at his webstite contact email because he's the wiz at the IOS port, but I wouldn't mind helping where I can.
hence my question about which projects are the one providing the extlibs.


P.S. mail daemon just informed me that contact@ is dead. no more eXpl0it3r there.

System / loading resource through a thread with SFML 2.2
« on: April 07, 2015, 03:03:45 pm »
Hi, after upgrading to SFML 2.2 - I recompiled my code (with Xcode on OSX 10.9) and suddenly get a BAD ACCESS when the program exits.  :(

Based on Nexus' comments, I put here the minimal code to generate the problem (the result I get is attached below)
#include <SFML/Graphics/Texture.hpp>
#include <SFML/System/Thread.hpp>
#include <SFML/System/Lock.hpp>
#include <SFML/System/Mutex.hpp>
sf::Mutex gMutex;

//--- threaded F()
void tF(sf::Texture* apTex)
{ sf::Lock lock(gMutex);

//=== MAIN
int main(int, char const**)
  sf::Texture texture;
  sf::Thread thread(&tF, &texture);
  return 0;

It worked fine with SFML 2.1
Am I doing something wrong?

Graphics / VertexArray, setTextureRect and setRepeated
« on: September 11, 2014, 09:10:11 am »

I was wondering if there's a way to associate a repeated texture taken from a tilemap to a VertexArray.
I'm designing asteroids as non convex triangle based objects and I have a sort of texmap with different repeatable rock textures + some sticker-style graphics to overlay on my polygonal asteroids (extra craters, space base, smashed alien...)

I don't seem to find a straightforward way to do it....
is there a way to fix a textureRectangle when assigning the texture at the state level?

state.texture = ??


Thanks for the quick answer  :D.

I was thinking about passing the World through Context to my stacked up NewPlaneState... but it smells a little bit of sulphur...

At the same time, I love the way the code keeps everything "light and tight" and doesn't overload a specific class. I don't want to suffocate the World class, yet again, a CutScene stack might be a way to handle the problem.

Well Thx again. Any architectural design tip is always welcome.

I was playing with the idea of implementing multiple lives in the game example developed in the book.
My idea was to add a new state NewPlaneState that will shortcut the controls of the GameState but animate the main plane into position.

The trouble I encounter is that this new state will have to access mPlane of World

Any idea about how to get about that in a clean fashion?

General / SFML Book/How to use the Mouse to control an entity
« on: August 19, 2014, 10:35:44 am »
I was playing with the example and I thought, hey! Is there any elegant way to modify the existing Command structure to control the plane with the mouse as well as the keyboard.

The problem of course is that the mouse x,y or the delta movement has to be sent with the command action every Command.
That's where I got stuck.


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