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Messages - Lord Delvin

Pages: 1 [2] 3 4 5
16
General discussions / SFML but 3d
« on: March 20, 2008, 01:03:46 pm »
I did hobby game development for about 8 years now and I would be REALLY surprised if you can do a simple and fast whatever in 3D.
3D is not simple and if it has to look good its far from being fast.
Maybe in 10 years computers are powerfull enough to build something like that but as you might have noticed there simple and fast enaugh libraries for 2D are just coming up, as they were impossible when I started.(You could do fast and nice 2D games these days, but it was not that simple)
By now you can just push a texture of (nearly) any size and draw as many quads as you want and you will still end up with over 40fps.

Have a nice day:)

17
Feature requests / More Keys for Press/Release events
« on: March 18, 2008, 12:18:41 am »
Quote from: "TTK-Bandit"
for text input unicode is good, but for binds ?
would be pretty complex to have all the enums sorted out correctly.

If you look at Keyboards outside of Europe and America you will have to notice, that they have keys which are unicode. Some boards may consist only of unicode characters.
I dont think its a good idea to disallow them to play your game.
If you dont like unicode, you can still check if the character has a value higher then 255(maybe a bit more if control chars are mapped to higher values), but believe me when I tell you that 64k characters are not a problem, as my improved version has a project which uses all 64k characters(or at least accepts them).
But it wont be an urgent feature(i dont know how easy it is to implement on windows, linux took me about 4 hours, as i didn't know how x11 and sfml handels unicode).

18
Feature requests / More Keys for Press/Release events
« on: March 18, 2008, 12:03:58 am »
Quote from: "TTK-Bandit"
it kinda sucks to have unicode chars for binds anyway, so you can skip it.

☠ motherfucker! :P
Unicode input is one reason why i still use sfml 1.1 with my patches:)
Unicode keypresses are as usefull as all others are, but it wont matter if they are unnamed.

19
SFML projects / War for Water - RTS Game
« on: March 11, 2008, 09:30:15 pm »
Looks nice, but i think, as widescreens are more and more popular, a layout like

Code: [Select]

+--+-----------------+
| M|                 |
| E|                 |
| N|    Content      |
| U|                 |
+--+-----------------+

would be nicer and easier to use.
Is the GUI hardcoded?

EDIT: Huh the forum striped my whitespace:-/

20
Feature requests / some suggestions
« on: March 07, 2008, 09:46:05 am »
Quote from: "T.T.H."
Learn coding!

Right.
Quote
And to live without garbage collection..."

Well. Thats only in most cases a good idea. In some cases its impossible or at least very hard to live without gc(that is, if you can have nameless objects) and in some cases (as for me for textures) the code is much faster with gc, as the gc knows everything, what is especially usefull if you can not know, which textures might be loaded, as the user of your game can load any amount of textures and you are unable to see that if you dont have a central texturemanager.
But i think in this case I have a somewhat special situation, as my users can do entire mods, not just add some units:)
But you are mostly right.

21
Feature requests / some suggestions
« on: March 04, 2008, 11:55:51 am »
An optional manager would be nice, as some of as(or at least my project) might have their own ressource management which might want to do things different.
And maybe you dont want to have some textures managed at all such as your logo, which appears so many times that it would be stupid to unload it.
Just my opinion.

22
Graphics / PNG loader might be broken in 1.2
« on: February 29, 2008, 10:29:00 am »
Is there by the way any information available whether you can use new sfml on 64bit linux now or not?

23
General discussions / Implementation of the TextEntered event in Linux
« on: February 26, 2008, 09:30:42 pm »
juhu!:)

24
Graphics / Pixel format
« on: February 26, 2008, 12:15:51 pm »
To me it looks like cairo uses white as background color und you use black.

25
Graphics / Pixel format
« on: February 24, 2008, 12:26:39 am »
Code: [Select]

// Draw the glyph into our bitmap font
const unsigned char* Pixels = Bitmap.buffer;
for (int y = 0; y < Bitmap.rows; ++y)
{
for (int x = 0; x < Bitmap.width; ++x)
{
current->data.SetPixel(x, y, sf::Color(255, 255, 255, Pixels[x]));
}
Pixels += Bitmap.pitch;
}

current->data.Update();

This code worked for sfml 1.1 so i guess in 1.2 you can do something similar. You can see your pointer as an array of data(and you can use []) so you would just have to set sf::Color in the right order and maybe you have to do some pointer math, but I think you could do this now:)
If not ask, then I may help you a bit.

26
Graphics / Pixel format
« on: February 23, 2008, 10:52:44 pm »
Why dont you copy your data pixel per pixel into an sfml texture regarding the different format.
I dont see your problem...

27
Graphics / PNG loader might be broken in 1.2
« on: February 07, 2008, 08:48:52 am »
OT:

Quote from: "dunce"
Am I wrong?

Not completely, as for some types all compiles try to use the same size, but for example size_t, what is mostly the same as unsigned long is the system bus'(which ever) width.
C++ does not tell you that a type has the length n bits but you can ask limits and you can ask sizeof :)

28
Graphics / PNG loader might be broken in 1.2
« on: February 06, 2008, 01:44:54 pm »
Quote from: "Mindiell"
Can you post the picture here in order we can test it ?

I've send the original picture to Laurent allready and he says its fine for him, but for me it doesn't work with any png i've testet(and i testet many;)).

29
Graphics / Blit from one sprite onto another
« on: February 05, 2008, 08:52:54 pm »
Quote from: "Laurent"
But you can't do it, it needs to be done internally wth a direct access to the pixels array.


Hrrhrr. Licens allows us to do any improvements, wo want to and sometimes this is an option(looking at unicode support on linux ehrm:P)

30
Graphics / PNG loader might be broken in 1.2
« on: February 05, 2008, 08:07:03 pm »
I think so.

This also fails after comlete rebuild of everything with the same reason. (bild.png was produced by the screencapture feature from gnome)
Code: [Select]

#include <SFML/Audio.hpp>
#include <SFML/Graphics.hpp>

 int main()
 {
     // Create the main window
     sf::RenderWindow App;

     // Load a sprite to display
     sf::Image Image;
     if (!Image.LoadFromFile("bild.png"))
         return EXIT_FAILURE;
     sf::Sprite Sprite(Image);

     // Start the game loop
     bool Running = true;
     while (Running)
     {
         // Process events
         sf::Event Event;
         while (App.GetEvent(Event))
         {
             // Close window : exit
             if (Event.Type == sf::Event::Closed)
                 Running = false;
         }

         // Draw the sprite
         App.Draw(Sprite);

         // Draw the string
// App.Draw(Text);

         // Update the window
         App.Display();
     }

     return EXIT_SUCCESS;
 }

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