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Messages - R23MJ

Pages: 1 [2] 3 4
16
SFML projects / Re: Gravity Sandbox
« on: May 22, 2016, 07:49:24 pm »
Oh boy, I love things like this, just downloaded it. It's probably going to distract me for a couple hours, haha, great project, thanks for sharing.

17
SFML wiki / Re: Android example can not close on Escape
« on: May 03, 2016, 03:44:21 pm »
From what I remember when working with iOS, you cannot actually close the application from within the application. Which makes sense if you think about it, the user needs to close the application via system supplied ways, i.e. pressing home button.

18
Feature requests / Re: sf::Line(int x1, int y1, int x2, int y2)
« on: May 03, 2016, 03:36:34 pm »
I don't have much to add here; however a line class could be useful for something like raycasting, for arrows or the such, or as a tool to measure distance, (someLine.getLength()). This is a completely different topic though, implementing it like that would make it more of a utility then a shape, and I don't think that is what the OP really wanted. Anyways, just my two cents.

19
Network / Re: Can sfml open Port (computer networking) in firewall?
« on: February 26, 2016, 03:18:13 pm »
Look into a UPNP library.

20
Feature requests / Re: push Events...
« on: February 26, 2016, 03:11:01 pm »
Do you have a specific reason for using only c++98? C++14 is the standard now (I believe C++11 more widely supported though; Don't quote me there.)

21
SFML projects / Re: Let There Be Light 2
« on: February 08, 2016, 04:34:16 pm »
My apologies, I could have informed you that it was the lack of __declspec(dllexport). The only problems I had when building LTBL2 was the .lib was never built.

22
SFML projects / Re: Let There Be Light 2
« on: February 07, 2016, 02:49:35 am »
If anything, I just want to be able to build this for windows; last time I checked it didn't work well and my only option was to add the files to my project. Which got clustered quickly. Anywho, I guess it's cool someone picked up the project.

23
General / Re: Procedural Generation for Dungeon Crawler
« on: November 20, 2015, 07:37:10 pm »
Thank you Mario! That is exactly what I was looking for!

24
General / Re: Procedural Generation for Dungeon Crawler
« on: November 20, 2015, 02:46:23 pm »
Thank you both for the links, I read through most of them (which is the reason for the late response). They all seem to be for generating a floor or dungeon filled with rooms. My game, on the other hand, only has one room per floor. I am simply trying to generate the room. The current algorithm I am using generates the below room. Where you can walk on white, the player is red, the exit is green, and the blue is a blocked space.

http://i66.tinypic.com/swbcc0.jpg

To generate that, I simply "walk" a path from the start to the exit then re-roll all blue squares touching a white one. This doesn't yield the result I was hoping for though. I was looking for something more of a square room, with a wall of two placed somewhere at random, here is an image I found only the resembles what I want.


25
General / Procedural Generation for Dungeon Crawler
« on: November 20, 2015, 01:34:23 am »
I recently decided to start working on a rogue-lite dungeon crawler, all was going well; Movement, collision detection, and even the art are all almost complete. Then I got to the level generation part, I have looked into several methods including Perlin Noise; however, all of the common methods seem to be for island generation. My goal is to generate a single room per floor, I'm not asking for code or examples, but if anyone knows of an efficient method for tile-based room generation please do share it's name so I can look into it. Thank you.

26
But can't you make your library read you app id from a file instead of hardcoding it in the code? That would be much more practical.

Thanks, great idea, I will try this.

27
General / Re: Android port: questions / remarks
« on: October 29, 2015, 08:12:35 pm »
I have created an iOS game with it, and SFML, despite it's hacking method, works amazingly. I had more trouble working with Apple then I did SFML. My game uses a ton of textures and sprites, yet still my phone (iOS 9, 5c) stays solid at 60FPS with only 18mb of RAM used.

As far as android goes, I haven't tackled that yet, I plan on doing so as soon as I can. If you beat me to it you should explain how everything went. Problems linking/compiling, or problems working with Google, just the process as a whole.

28
Hello, I am currently trying to use an external library alongside SFML on iOS. Problem is that this library requires adding a few lines to the iOS Application function "didFinishingLaunchingWithOptions". I am plenty capable of modifying SFAppDelegate in order to get the library to work correctly; however, this means I would have to build SFML for each individual project I do, the library I am using makes you add your "Application ID" so I would have to update that line each time I needed to create a new project. I would prefer to not do this, so my question is, is there a way for me to modify SFML didFinishingLaunchingWithOptions without actually modifying the source code of SFML.

i.e. is there anyway to overload that function in the project I am making, or will this cause some hiccups in SFML?

29
Network / Simply socket storage not working.
« on: September 06, 2015, 04:12:47 am »
Hello, I try not to ask questions, however; all day I have been reading through the forums, stack overflow, and various other places searching for an answer, unfortunately to no avail. What I am trying to accomplish is storing TcpSockets, I have come to the conclusion that I will need to use Smart Pointers or move semantics (which SFML does not yet support, SFML3.0? :) ). I have never used Smart pointers so I read up on them a bit, and thought that I understood, but I was apparently wrong because I can't seem to get my wrapper class to work. Below is the code I have, I know of some various errors that I will point out, but don't know how to fix. If there is anything that I miss it would be appreciated if you could help with that too.

Code:
class Client
{
public:
   Client() //I think I need to take the TcpSocket here and make the std::unique_ptr point to it. But I can't, it says I am copying the socket.
   {

   }

   ~Client()
   {
      _sockPtr->disconnect();
   }

   sf::TcpSocket& getSocket()
   {
      return *_sockPtr;
   }

private:
   std::unique_ptr<sf::TcpSocket> _sockPtr;
};
 

And this is the code I am using to accept clients. It's a bit rough right now.

            if (Selector.isReady(Listener))
            {
                Client client;
                Connections.push_back(client);
                if (Listener.accept(Connections[Connections.size() - 1].getSocket()) != sf::Socket::Done)
                {
                    //error
                }

                else
                {
                    std::cout << "Client Connected." << std::endl;
                }
            }
 

I'm sorry if the answer is just really simply. I am just having trouble figuring it out.

30
SFML projects / Re: [IOS] Get Big - Simple lifting game
« on: July 06, 2015, 10:40:49 pm »
I figured it would be difficult to compile on Windows, I might look into that again in the future. Android was definitely something I was looking at supporting, especially since 80% of the people I know have androids.

Thanks for the advice!

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