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Messages - Trass3r

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General discussions / Which language to use?
« on: April 20, 2010, 12:38:00 pm »
D is also to be chosen over C++.
But if you are into php you better go with Python or some other high-level language.

SFML projects / Anyone creating an isometric RTS game?
« on: March 18, 2010, 01:17:32 pm »
Yeah, it's nice code, though I wonder if it is possible to replace the local clock used in each AnimSprite instance with a global one for performance reasons (less system calls).

Currently I magically get up to 700 fps, don't know why.

I've completely switched to D2, always using the latest version. It works like a charm so far :)

SFML projects / Anyone creating an isometric RTS game?
« on: March 17, 2010, 10:26:25 pm »
That's cool! :)

I also have some code to generate staggered and diamond iso maps. Currently I'm writing all the entity classes to handle game characters, buildings etc.
For animated sprites in general I adapted this excellent code: http://www.sfml-dev.org/wiki/en/sources/anisprite

That's what it currently looks like, the tiles are chosen randomly:


General discussions / OpenGL 4
« on: March 13, 2010, 04:44:49 pm »
yep I know, I just felt like it :D

General discussions / OpenGL 4
« on: March 13, 2010, 04:03:15 pm »
So, now that OpenGL is out, I expect hardware tesselation for my 2D engine!
Just kidding :lol:

Any plans for supporting it sometime?

Graphics / Black outline when rendering sprite
« on: March 13, 2010, 11:58:38 am »
No. I'm using (D)SFML2  :wink:

Graphics / Black outline when rendering sprite
« on: March 13, 2010, 04:46:42 am »
I've had the same problem for quite a while. Disabling smoothing indeed solves the outline problem but it makes the graphics look more pixelated (cause they are from an old game) :(

with smoothing (standard):

disabled smoothing:

D / Anybody using DSFML/DSFML2?
« on: March 05, 2010, 01:58:17 pm »
hmm waiting might make sense if you want to buy the book and get to know D2 that way.
Nevertheless gradually porting is easier. replacing existing char[] with string, writing new code with D2 in mind etc.

What engine are you talking about?

SFML projects / Anyone creating an isometric RTS game?
« on: March 05, 2010, 01:36:49 am »
Yeah it isn't trivial but not impossible :)
It just would be cool if there were some other guys here doing something like that to discuss certain things.

Currently I'm thinking about how to properly combine animated sprites with the corresponding movement so e.g. walking looks natural.

D / Anybody using DSFML/DSFML2?
« on: March 04, 2010, 06:15:27 pm »
You should switch over to D2 now if you don't wanna miss the train.

D2 is frozen and will probably be released this summer when Andrei's book comes out.
The library developers will have to gradually port their stuff to D2, just as QtD and LuaD who recently dropped D1/Tango support, just as DSFML itself which will become unusable with D1 more and more.

And eventually even the douchebags behind Tango will be forced to switch, putting an end to the whole Phobos/Tango misery (if they don't go mad and use yet another incompatible runtime) :)

SFML projects / Anyone creating an isometric RTS game?
« on: March 04, 2010, 02:13:32 pm »
Really wonder why some project like this hasn't come up yet :?:

D / DSFML on OS X patch
« on: March 04, 2010, 03:16:04 am »
Thanks. I added the missing stuff from dllloader and windowhandle to DSFML2 (bona fide, I don't have OSX to test).

D / Anybody using DSFML/DSFML2?
« on: March 04, 2010, 02:47:20 am »
Is anybody using DSFML for some bigger project?
I currently only use a small part of it and thus can't thoroughly test all of it.
Could use some feedback.

Also if someone gets some of the samples to work, tell me.

Just removed the csfml-system dependency. Use standard library features for threading, mutexes, time measurement and random number generation.

Future directions are:
- D1/Tango compatibility will be completely dropped, D2 is now frozen and fast approaching
- probably removing get/set prefixes in function names to make it more D-ish.
- gotta think about a more clever and more robust internal C pointer handling

Audio / Alternative audio libraries - suggestions?
« on: March 02, 2010, 10:03:39 pm »
Maybe fmod, don't know if it supports that.

SFML projects / articles about coding an Age of Empires like 2D engine?
« on: February 26, 2010, 11:32:35 am »
Quote from: "Walker"
Remember that in a 2D engine, as well as the height stuff is implemented, it's still just a 2D representation of a 3D terrain. All you have to do is give the illusion that it's a 3D world (whether it's purely visual, or affects gameplay like the disc throwers in C&C:TS).

Well the problem is that you always have to distinguish between the real (3D) height and the height the object needs to be displayed at.
Also I wonder how to implement smooth texture transitions, especially on hills.

Quote from: "phear-"

0 A.D. seems to be a 3D engine. But thanks for the link anyway.

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