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Messages - Gambit

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46
General / Re: SVG Images
« on: October 09, 2015, 06:55:16 pm »
Parsing svg files is quite difficult and it has been asked many times on here. Yes it would be handy and it IS technically in the realm of multimedia but as I mentioned I don't believe it's as simple as JPEG/png support.

47
Graphics / Re: [bug] Multi-file Sprite sheet animation help
« on: October 08, 2015, 05:47:47 pm »
That depends on what you mean with "manager". If it's one of these global singleton god-classes, then no, that's one of the worst ways to deal with input ;)

I dont. But Thor has ways of dealing with input.

48
Graphics / Re: [bug] Multi-file Sprite sheet animation help
« on: October 08, 2015, 01:38:49 pm »
What would be the best way to handle input for this project? with an input Manager class?

An input manager class is certainly the better way to deal with input (Both realtime and event based), but as far as a single "correct" answer? I guess its really up to you.

The event stuff should be part of your game loop so it gets checked every tick. At the moment, your input code is run once but only when your constructor gets called.

49
General / Re: Why is Render Window appearing blank?
« on: October 08, 2015, 03:39:32 am »
-Code.. I think?-

What in the name of all that is holy are you talking about? Absolutely nothing you have mentioned in this thread has anything to do with the question at hand.

I dont mean to make this a personal attack but I have seen some of your other threads and messages and it seems you have a very very loose grip on C++ and SFML so please for the love of god can you refrain from "answering" questions you know nothing about?

50
Graphics / Re: Clickable Sprite
« on: October 05, 2015, 05:45:07 am »
He doesnt? One checks s_startGame and the other checks s_exitGame.

51
System / Re: leak ram
« on: October 04, 2015, 05:05:34 am »
The solution to fix this is to simply reuse the same thread.
Bad solution. If i use a lot of draw function and other function, work with lists, in main thread, all this very loaded and becomes visible small hang. Solution was to divide all of different thread.

If your application is lagging when you are trying to draw a lot of stuff you should probably consider trying to reduce the amount of draw calls you are making. As for the threads, it has been said more than once that you are getting absolutely 0 benefit from using them considering you are using them incorrectly. I also dont believe that the threads you are using are actually making your program run any faster but instead are "masking" your problem and making it seem like its working.

52
Network / Re: Send big packet - raspberrypi tcp socket
« on: September 27, 2015, 11:48:56 am »
Wireshark is basically a network packet viewer. I cant remember the exact name for it but it will allow you to view the packet traffic on a specific network device.

Just a side note about your code, you are casting c.val[N] to a signed int then using it in an unsigned int so be careful of narrowing conversions. In Visual Studio 2015 I dont believe such code will compile without an explicit static_cast. Also you might prefer static_cast over c-style casting since its a little more type/conversion-safe but thats purely personal preference.

53
General discussions / Re: Fundraiser for a Mac mini
« on: September 17, 2015, 09:40:05 am »
Now all that is left is to buy lots of iPhones and android devices to get the mobile development branch going am I right?  :P

55
General discussions / Re: SFML 2.3.2 released
« on: September 13, 2015, 04:36:43 am »
Is there any way I can help at all? Any unit tests for example that I could test? I'd compile the dependencies myself but CMake is really all I know and from what I gathered, the extlibs dont use CMake so I'm at a bit of a loss there unfortunately.

56
General / Re: Problems using SFML with Visual Studio 2015 Enterprise
« on: September 13, 2015, 04:33:54 am »
Use CMake as the file name suggests. There is even a tutorial on compiling with CMake: http://www.sfml-dev.org/tutorials/2.3/compile-with-cmake.php

57
General / Re: Need help getting started with SFML and codeblocks
« on: September 13, 2015, 04:32:37 am »
Preprocesssor definitions. There should be a section somewhere where you can predefine preprocessor things. In Visual Studio its Project Properties -> C/C++ -> Preprocessor -> Preprocessor Definitions. I have no idea where it is in Code::Blocks.

58
General discussions / Re: SFML 2.3.2 released
« on: September 12, 2015, 02:13:25 pm »
Good work. Just a quick question though: Why hasnt VS2015 support been finalized/merged? I'm using VS2015 and it works perfectly fine for me.

59
General discussions / Re: iOS Port, news?
« on: September 11, 2015, 03:02:29 pm »
Thanks. I'm a Windows/GUI user myself unfortunately so I might wait until its a little less experimental.

60
General discussions / Re: iOS Port, news?
« on: September 11, 2015, 08:26:14 am »
Is there a guide yet on how to get started with the experimental mobile ports? I have Android SDK and Android NDK and Android Studio but last time I tried, I had problems even generating the stuff with CMake.

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