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Messages - Resethel

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General / Re: Threads To Take Screenshots Seamlessly?
« on: October 31, 2015, 08:49:35 am »

Yeah, heh, I noticed that when I tried this after it was mentioned, but it's still not seamless. It's better, but not seamless. There is a very noticeable half a second pause when it's done. What the crap do you have, a dual Xeon with a GTX Titan, and an enterprise grade SSD? O.o

Even with a rather small ( yet still decent ), it's seamless!

SFML projects / Re: Moony Texture Packer - Quick and Simple Texture Atlas
« on: October 22, 2015, 06:06:17 pm »
I really like your tool ^^

General / Advices needed for a HUD/GUI
« on: July 24, 2015, 08:51:15 pm »
Hello everyone,

I've reached, in a recent project, the point where I must develop a HUD/GUI.
So I was wondering, how to correctly implement it?

Right now the solution I'm trying to build is:

  • Creating a base class from which each widget like buttons, sliders (and so on) will inherit
  • Creating a HUD/GUI class which will contain all the widget currently displayed, create them and draw them
  • The HUD/GUI class could handle the widgets' informations, I mean when I click on a button, the information will be sent to the HUD/GUI container class which will perform an action according to the message received

But I guess there are plenty of flaws by this method. So I thought that the HUD could be build as a single class with a vertex array, but I have no clue how to handle the "widgets" this way...

So I was wondering, is my first idea good and how can I improve it?Is the second method better? or should I process in a totally other way?

Anyway, thanks a lot for hearing my request :)

Graphics / Re: Tiles: Questions about Layers
« on: July 07, 2015, 07:26:42 pm »
Woo I should have correct some of my answer they seems rude and I'm sorry about that  :'(

Quote from: kitteh-warrior
(click to show/hide)

I think i can see the picture: as for example for the scene related scene i could:
Create some basic classes like:

Make Layers members of a Map
And then make the Scene, which handle what the player can see, handle a Map, a View, and a Cursor

Once again a lot of thanks, I'll study a bit more before continuing, and thanks for the link to the books! :D

Graphics / Re: Tiles: Questions about Layers
« on: July 07, 2015, 06:10:28 pm »
It is up to you how it is done (but putting everything of the ground into one draw call every frame would be a bit of processing). If you have multiple sf::VertexArray's, you would just have multiple draw calls...

Like so:
sf::VertexArray va1;
sf::VertexArray va2;
sf::VertexArray va3;

In this case, va1...va3 would be the layers.

Erf, I should have known it was that simple!  :-X

Quote from:  kitteh-warrior
Yes. Reconstructing a sf::VertexArray every frame during the drawing isn't the best way to go about doing this, for most occasions. Make the sf::VertexArray a property of the class, and update it that way.

A possible way to do this would be (breaking down what is to be done using rough non-UML UML):

Layer (inherited from sf::Drawable)
    (**This is optional, whereas it would essentially be a re-implementation of sf::VertexArray, only more specific to this design by only drawing the things within the view of the parent Map)
    parent : Map* (the parent map)
    draw() const: void (puts each vertex within the view of the parent into the vertex array and draws it, this should probably be broken into two functions)

Map (inherited from sf::Drawable)
    layers : std::array<Layer, 5> (this example specifically talks about 5 layers)
    draw() const: void (draws each layer to the render target)
    updateView() : void (updates the views of each)

So you're advising me to create a specific class derived from sf::Drawable who manage Layers and make a pointer, pointing on the parent Map class? And the Map class containing the N-Layer in a std::array ( because I know how many layer there will be before compilation time )
Because in fact I've done a specific class too Manage the view and another similar fonction who draws what is within the view, and it seemed to worked pretty fine ^^ so it would make me restart from scratch :(. But I'll give it a try ,following your way which seems way more clean and optimized than mine!!!!

Quote from: kitteh-warrior
Also, classes that are call "*Managers" represent a bad programming design. A class should generally have a single purpose. I recommend structuring out all of the components of your project on paper, and either come up with a better more specific name or break what is does into smaller classes. (see my above example for a new possible design)

I always feared really little classes, coming from C language I'm still not so used to classes :( . I already made a whole class diagram and such for the whole game, I just didn't cut them in smaller pieces! Thanks a lot for your advice I'll reconsider the whole thing!

Quote from: kitteh-warrior
Nested arrays/vectors are not very efficient. Instead, single dimensional array. An example of that can be found here(<this is a link, people don't seem to notice the difference in colours, apparently).

I used a dynamic arrays for it since the map size will not change. I actually know how to convert N-d arrays into a single D one, but is the difference in perfomances really that noticeable?

Quote from: kitteh-warrior
You are drawing hexagons which quads? ???

xD yea it seems a bit akward but it allow me to use only 4 vertex instead of minimum 6, I just make them overlap a bit and here is the result:
(click to show/hide)

And mostly because rendering 3 to4 times 4billion instead of 3 to 4 times 6(or more)billion vertex might be greater ^^ ( even if with the occlusion culling it's way smaller )

Well thanks a lot for your advices!!!

Graphics / Tiles: Questions about Layers[SOLVED]
« on: July 07, 2015, 04:02:24 pm »
Hello everyone

I'm currently working on a hexagonal tile based game and I got a little problem when it comes to layers.

Since in the game, all Layers are not forced to be drown at the same time I use only one vertexArray to stock the Layers of the map. When I have to draw all of them, I will just call my drawing function for layer-0,-1,-2,...,layer-N.

Given that each layer has a different texture, a specific texture is set for every single one of them.

The problem I got is that even with a color mask for each texture, while drown, tiles of inferior layers with no Tiles above them ( so they're theorically visible ) are not shown.

Here are my drawing functions:

bool MapManager::displayGlobalMap(sf::RenderWindow &window, int Layer)
    if (m_mapLoaded and Layer < m_Layers)
        int tileType;
        int textureX,textureY;
        m_CurrentTileSet = Layer;
        Vector2f Center(0,0);
        m_vertices.resize(m_TileNumber * 4);
        for (int j(0); j < m_MapSize.y; ++j)
            for (int i(0); i < m_MapSize.x; ++i)
                tileType = m_Map[i][j][Layer]; // le numéro de tuiles dans le set
                textureX = tileType % (LayersTilesets[Layer].getSize().x / m_TileSize.x);
                textureY = tileType / (LayersTilesets[Layer].getSize().x / m_TileSize.x);
                Vertex* quad = &m_vertices[(i + j * m_MapSize.x) * 4]; // on récupere 4 vertex(quads) que l'on va modifié
                Center = Vector2f(m_TileSize.x * ( (0.5*(j%2) + i) ), 0.75 * m_TileSize.y * j );
                // Position des vertex par rapport au centre
                quad[0].position = Center + Vector2f(+m_TileSize.x/2 , -m_TileSize.y/2);
                quad[1].position = Center + Vector2f(-m_TileSize.x/2 , -m_TileSize.y/2);
                quad[2].position = Center + Vector2f(-m_TileSize.x/2 , +m_TileSize.y/2);
                quad[3].position = Center + Vector2f(+m_TileSize.x/2 , +m_TileSize.y/2);
                // Texturage de la tuile
                quad[0].texCoords = sf::Vector2f(textureX * m_TileSize.x, textureY * m_TileSize.y);
                quad[1].texCoords = sf::Vector2f((textureX + 1) * m_TileSize.x, textureY * m_TileSize.y);
                quad[2].texCoords = sf::Vector2f((textureX + 1) * m_TileSize.x, (textureY + 1) * m_TileSize.y);
                quad[3].texCoords = sf::Vector2f(textureX * m_TileSize.x, (textureY + 1) * m_TileSize.y);
    return m_mapLoaded;

bool MapManager::displayGlobalMap(sf::RenderWindow &window)
    for (int i(0); i < m_Layers; ++i)
        displayGlobalMap(window, i);


So i guessed it was a bad idea to stock them all in a single VertexArray/ As I understand it, while re-calling the draw function i just redefine the previous vertex, and I just erase from screen the previous layers?

In your opinion, how should I process to display them correctly? Like making multiple vertexArray but then, how do I draw them separately????

Thank you for taking the time to read my lounge post and my bad english :D

Another possible solution is to render a zone 2/3 tiles wider than your screen
You can for example:
  • Get the view center and the view size
  • Transform them in your tile coordinate system
  • Choose a starting tile ( like startingTile = your center - your mapSize - Vector2<T>(2,2)
  • Render your map from (StartingTile.x) to (StartingTile.x + mapSize.x + 4) same for y axis

It's really non-optimized but I used this kind of system when I learned SFML, but it's pretty effective 8)

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