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Messages - Svenstaro

Pages: 1 2 [3] 4 5 ... 15
31
General discussions / A few beginner questions
« on: June 13, 2011, 10:30:59 pm »
Quote from: "Nexus"
Quote from: "Svenstaro"
If you static link your C++ library, you will lose exception support, so careful.
What do you mean exactly? One can certainly use exceptions when linking statically...


If you static link partially, yes. If you go all the way, no: http://www.trilithium.com/johan/2005/06/static-libstdc/

32
General / Problems compiling
« on: June 13, 2011, 08:06:19 pm »
Rebuild sfml.

33
General discussions / A few beginner questions
« on: June 13, 2011, 08:05:16 pm »
If you static link your C++ library, you will lose exception support, so careful.

34
General / SFML 2 - Cmake problems
« on: June 13, 2011, 09:42:21 am »
Set the paths to your toolchain. It can't find gcc nor make. You can do that in cmake-gui.

That, or append the location to the toolchain binaries to your PATH. If you are on Windows, you can do that in "Configure Environment Variables".

35
SFML projects / [RELEASED] SFMLUploads.Org
« on: June 13, 2011, 09:35:58 am »
Is .xz allowed?

36
General discussions / Switched times to Uint32 milliseconds in SFML 2
« on: June 09, 2011, 10:24:10 pm »
Or just use uint64_t to begin with.

37
General / [Solved] Creating Packages for Linux
« on: June 08, 2011, 10:17:55 pm »
Quote from: "grandmasterhack"
Quote from: "Svenstaro"
Use proper CMake install paths and then just use CPack to create deb and rpm packages for you.


Cmake will automatically do it for you?


Yes, if you have proper install targets, it will. Read up on CPack.

38
Window / SFML 2 Screenshot
« on: June 08, 2011, 06:10:57 pm »
First of all, it is Arch convention to version packages from git as 1.99.gitDATE. See the mesa package in testing, for instance.

For an explanation of why I packaged sfml from git, see here.

39
General / Question about optimizing in SFML
« on: June 08, 2011, 05:43:53 pm »
Currently you only seem to be poking around. Why not actually profile your code?

Get valgrind and kcachegrind. Assuming your binary is called "zombies", do this:
Code: [Select]
valgrind --tool=callgrind --callgrind-out-file=zombies.callgrind ./zombies
This will run your game in a virtual CPU and record all function calls and see how long they will take. It also records API calls and everything. It will be very slow but don't worry, it will not produce false results.
Then use kcachegrind to visualize all this in an easy and colorful browser:
Code: [Select]
kcachegrind zombies.callgrind

This should get you a whole lot farther than any amount of guessing will.

EDIT: It will look something like this. Pay attention to the "self" bar which show you how long a function will take by itself.

40
General / [Solved] Creating Packages for Linux
« on: June 08, 2011, 05:36:47 pm »
Use proper CMake install paths and then just use CPack to create deb and rpm packages for you.

41
Feature requests / By default, renders are too fast [LINUX]
« on: May 26, 2011, 09:04:17 am »
I cannot reproduce the issue on neither driver.

42
General discussions / SFML / Box2D
« on: May 23, 2011, 07:08:00 pm »
Actually if you could send me a fix for those issues that would be highly appreciated. A patch or even better a merge request would be nice.

43
So with uint32 we will get problems only after almost 50 days. Good enough for me and about any purpose I can think of where sfml would be utilized.

45
Graphics / Antialiasing le broken?
« on: May 16, 2011, 02:09:25 am »

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