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Messages - CleverBoy

Pages: [1] 2
1
Window / Re: iOS Sample Code
« on: March 10, 2019, 10:28:49 pm »
Thank you for your reply. Will try installing and checking.

2
Window / iOS Sample Code
« on: November 21, 2018, 06:25:46 am »
Hi All,

I was able to deploy SFML code on iPhone. Is there any sample code that explains the touch events.

Thanks...


3
SFML projects / Re: FLIGHT
« on: November 08, 2018, 10:06:58 pm »
Any update on this game ?

4
Looks good. Very nice.

5
SFML projects / Re: SFML DOOM
« on: March 20, 2017, 11:22:58 pm »
Thanks Jonny for taking the time to do this. This is definitely something I am sure will help anyone who has the curiosity and interest to learn from this epic game... great work..

6
SFML projects / Re: FLIGHT
« on: February 11, 2017, 09:57:33 am »
Was able to compile it. Great code. Did you read any SFML books for this ? Its all very well structured code and good for anyone to learn from it...   

7
SFML projects / Re: FLIGHT
« on: February 11, 2017, 07:45:44 am »
Hi..

Sorry this is not related to the project but regarding building libnoise and libnoise utils. I actually forked from GitHub and tried building it on mac..

I am getting the below error... Can you provide any inputs on how you built it..

[  6%] Linking CXX executable Flight
clang: error: no such file or directory: '../deps/libnoise/src/libnoise.a'
clang: error: no such file or directory: '../deps/libnoise/noiseutils/libnoiseutils-static.a'
make[2]: *** [Flight] Error 1
make[1]: *** [CMakeFiles/Flight.dir/all] Error 2
make: *** [all] Error 2

Used the code base from  https://github.com/qknight/libnoise


Thanks...

8
SFML projects / FLIGHT
« on: February 09, 2017, 11:37:46 pm »
I was going through the code and found that the eye vector is 3X3.. but getting a vec4. It errors during compiling. I changed to Vec 4 but then it errors out at ---   m_terrainManager.UpdateChunkLOD(eyePos, m_camera.GetViewDir());


glm::vec3 eyePos = invView * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);

Interesting, I don't get this error, could we be using different versions of glm? I installed glm just last week so we could have different versions. If you change the eye position vector to a vec4 that should fail to compile because TerrainManager::UpdateChunkLOD() expects a const reference to a vec3 as the first parameter.

What if you made this change:
glm::vec3 eyePos = glm::vec3(invView * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));

By the way, what compiler are you using? Right now I only have the cmake script configured for macOS so that's another problem you may run into. I mean the linker flags will not be set of you're on a different platform.

Also libnoise in the deps folder will need to be built too because my code will try to statically link with it after you succeed in compiling all the sources.

As a sidenote, if you start up the game and get a blank blue/white screen, just give it a second, it's loading but there's no screen to tell you that yet.

I just started the project so I haven't worked a lot of this stuff out yet, especially the build steps.
Ok Thanks.  Yes the suggestion worked and i am past that error. I am compiling on Linux (Ubutu 16.0 LTS) using code blocks. I still have to figure out the linking errors that I am getting for Open GL. The flag I set in the compiler options are not getting picked. I think because they are picked from the cmake file since I built the project using cmake. Not sure. I have to check that. Thanks for your other inputs as well. I will post once I am able to compile. I will give a try on mac as well.


Sent from my iPhone using Tapatalk

9
SFML projects / Re: FLIGHT
« on: February 08, 2017, 01:22:46 pm »
I was going through the code and found that the eye vector is 3X3.. but getting a vec4. It errors during compiling. I changed to Vec 4 but then it errors out at ---   m_terrainManager.UpdateChunkLOD(eyePos, m_camera.GetViewDir());


glm::vec3 eyePos = invView * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);

10
SFML projects / FLIGHT
« on: February 08, 2017, 04:32:27 am »
This looks quite neat! :)

Thanks!

What will be the general goal of the game?

I'm not completely sure yet, but I think maybe an action game where where swarms of enemies appear and you survive as long as you can. One thing that I am sure of is that I want it to have a multiplayer mode. It's all very conceptual right now :)

It's nice. I like the shadows that get generated.. 👍



Sent from my iPhone using Tapatalk

11
SFML projects / Re: SFML DOOM v0.1
« on: September 24, 2016, 08:39:53 am »
Thank you so much Johnny and Aster for making the linux 64 bit builds. Wooooohoooo... finally built the game successfully. God bless you all and long live SFML.   

12
SFML projects / Re: Cendric: An RPG Platformer
« on: August 26, 2016, 04:57:39 pm »
Perfect Thank you!  Enjoyed playing it and thanks for making it. Lovely art as well...

13
SFML projects / Re: SFML DOOM
« on: August 26, 2016, 04:20:27 pm »
Hi Jonny,

Thank you for your reply. 

Are you on windows  64 bit and SFML 32 bit libraries ?

>>Currently it only works as 32bit because of the pointer arithmetic.
Can you please let me know do i need to install Linux 32 bit version? I am not able to get the 32 bit SFML compiled due to linking errors libX11 on 64 bit linux.

>> IIRC I had to manually modify the makefile for SFML to add the -m32 flag to get it to build 32bit.
I see there is a -m32 flag in CMakeLists.txt but is still fails on Linux 64 bit version.
[ 16%] Linking CXX executable doom
/usr/local/lib/libsfml-graphics.so: error adding symbols: File in wrong format
collect2: error: ld returned 1 exit status
CMakeFiles/doom.dir/build.make:1659: recipe for target 'doom' failed
make[2]: *** [doom] Error


14
Thanks for making it available and sharing your knowledge. I  am your happy customer. :)

15
General / Re: SFML and CMake with Ubuntu
« on: August 23, 2016, 07:12:40 am »
Hi,

I did that and SFML is still complaining for X11 while building a 32 bit version. Not sure if i need to make changes in cmake file to look for the right package..

Thanks.

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