Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - pdusen

Pages: 1 [2]
16
SFML projects / cpGUI - Anyone interested in developing?
« on: June 16, 2010, 08:06:19 pm »
I would also be interested in taking on a project like this, since it fills a particular need of mine and I've been looking for a project to take on.

I've been programming on a volunteer basis for the last several years. My strengths are primarily in the realm of architecture and metaprogramming techniques, but I like to think I'm becoming fairly profficient all around. I'm interested because I need a good sfml gui system for my own uses and am willing to maintain one to ensure that there's a good one I can use.

However, if anyone else really wants to take over, I certainly won't fight over it.

17
Quote from: "Laurent"
We're currently working on adding more examples to the wiki :)

But for what you're talking about, which are real-life examples, we'll even write the corresponding generic modules, so that users can directly use them without writing a single line of Python / Lua / XML / GUI / whatever code.


I think that the entire concept will be much clearer once this as done. The existing wiki content does a fairly good job explaining how to bind to CAMP, but doesn't really explain how that relates to any other language bindings.

I'm looking forward to further developments with CAMP. Generic handling of language bindings within the compiler itself is a very appealing idea to me.

18
SFML projects / Zester Project (Software Development Toolkit)
« on: June 15, 2010, 06:34:12 pm »
Quote from: "pierreyoda"
Very impressive :shock:

(But I guess it's not portable?)  


Isn't it? At a cursory glance, it looks like all of its dependencies are cross-platform.

19
Feature requests / LAME MP3 support
« on: June 14, 2010, 01:03:13 am »
Quote from: "Ashenwraith"
Right, and I'm a PHD who doesn't want to debate people who are arguing against useful features that can be plugged in. Guess all of those other musicians must be part of the MP3/anti-OGG conspiracy.


Yes, yes, your expensive degree and raving babble are very interesting to me. I'd just like to point out that I didn't say anything one way or the other about MP3 being in SFML; I simply disagreed with you about the relative merit of OGG and MP3.

20
General / Installing SFML 2.0 on ArchLinux through pacman
« on: June 12, 2010, 07:12:24 pm »
SFML is not available in any of pacman repos that I know of. For Arch, you have to get it from the AUR.

http://aur.archlinux.org/packages.php?ID=31990

Edit: Realized he said SFML 2.0 specifically, fixed my link.

21
Feature requests / LAME MP3 support
« on: June 11, 2010, 05:58:27 am »
Quote from: "Ashenwraith"
I did read it, but apparently you don't know anything about ogg sound compression and are too lazy to read entire articles before embarrassing yourself about something you know nothing of. You probably didn't even know what LAME MP3 was until you clicked on this link--but you want to debate anyways?


Hah, wow. I'm a musician who has dealt extensively in audio production, and you're just full of hot air. No thank you, I'm quite done debating. I can see where this is going.

22
Feature requests / LAME MP3 support
« on: June 11, 2010, 01:07:48 am »
Quote from: "Ashenwraith"
Many artist now offer music in both ogg and mp3 and the mp3 always sounds better. If you take a good wav and encode it to ogg at a higher bit-rate it always sounds more damp/flat sounding vs mp3. For sound effects it doesn't really matter, but you can really tell with music.

I've never heard or been able to make a better sounding ogg vs a properly encoded mp3. Of course old mp3s sound like crap compared to ogg. I know ogg is supposed to be like the png of sound formats, but it's not better.


You use words like "Many" and "always" in a way that I think is grossly inappropriate. And anyway, what you are saying runs in direct contradiction to what I've experienced; given proper encoding all around, I have always greatly preferred the Vorbis version.

Quote
Here is a more technical explanation:

http://ixbtlabs.com/articles/oggvslame/


Maybe you should actually read the sources you post. It's not nearly as clear-cut as you seem to think it is:

Quote
Conclusion
The new versions of both coders handle their tasks much better than the previous ones.
The quality in the ABR mode for the LAME is never worse than in a standard mode, and it is often much better at any bitrates.
In the mode of the maximum similarity with an original (320/350 Kbit) both coders perform excellently.
In the ABR 256 Kbit mode the LAME better reproduces highs, and the OGG works better with middle frequencies. I would rather recommend the OGG, but it hasn't solid advantage as far as compatibility is concerned.
Coding in the 256 Kbit mode for the OGG and in the ABR 256 Kbit mode for the LAME corresponds to high quality and it is a good choice if you don't want the maximum similarity with an original.
In the ABR 192 Kbit mode the LAME is on the whole better than the OGG.
In case of 160 and 128 Kbit the OGG is an obvious leader.
The coding quality of 160 Kbit is much better than that of 128, that is why I recommend to take 160 everywhere where it is possible.

23
General discussions / Switching to CMake
« on: June 04, 2010, 10:11:16 pm »
Quote from: "Laurent"
Quote
If you're switching to CMake, does that mean you're going to provide a FindSFML.cmake module for people developing SFML-based projects with CMake to use?

It already exists ;)
http://www.sfml-dev.org/forum/viewtopic.php?p=15753#15753


Ah, that it does. I'm actually using that one now, I just didn't know if you had plans to create an "official" one. I suppose there isn't much need, though.

24
General discussions / Switching to CMake
« on: June 04, 2010, 10:06:59 pm »
I've been using CMake for my projects for over a year now, and I heartily recommend it. It is by far the least painful, most cross-platform build system I've ever used.

If you're switching to CMake, does that mean you're going to provide a FindSFML.cmake module for people developing SFML-based projects with CMake to use?

25
SFML projects / Re: why not use lua?
« on: May 10, 2010, 05:29:53 pm »
Quote from: "WSPSNIPER"
i program for 2 reasons, 1 is to have fun and 2 is to learn. creating my own scripting language provides me with the opportunity to do both. lua is great but i want to do something i can be proud of and learn a lot form.

p.s. im not reinventing the wheel im improving it, jk lua will own me but i prefer angle script to lua because you dont need to use a 3d party binding lib to export c++ classes and it is statically typed which makes your code much more understandable and less runtime errors.


I suppose that's the difference; I program as a way to create things. So naturally, creating my own scripting language while Lua is right there and so easy to integrate doesn't make sense for me. But I see why it would make sense for you.

26
SFML website / Site often appears down
« on: April 15, 2010, 02:42:34 pm »
Haven't had any problems here.

27
General discussions / Re: Which language to use?
« on: April 15, 2010, 12:52:11 pm »
Quote from: "Mindiell"
Quote from: "kolofsson"
Converting numbers to strings is a real pain in the ass.
Why do you want to do that ? Don't you think you could do better by using strings for string stuff and numbers for number stuff ?


Anyway, it's not really hard at all.

Code: [Select]

int number = 5;

std::stringstream num_stream;

num_stream << number;

std::string num_string = num_stream.str();


And besides that, Boost (and C++0x, I believe) offer a lexical_cast to do pretty much the same thing in one line.

28
SFML projects / SFGUI (old thread)
« on: February 07, 2010, 06:02:30 pm »
I don't really see that there's much to discuss... There's no download link for library or code, no documentation, no real screenshots. All we have is a list of features, a link to a website that isn't up yet, and tiny screenshots that are fairly hard to make out.

Of course, I'd be interested to see this project in action, but there really isn't a lot to go on right now.

29
General discussions / Newb question about LGPL license
« on: January 22, 2010, 12:07:32 am »
Quote from: "model76"
I remember an event a few years back, where Sony got busted for using someones GPL'ed code in one of their commercial, closed source projects.
Sony's response was something along the lines of "You don't own a patent, so too bad for you", and that was that. End of story.

Maybe someone else can remember some more details?


All I could find on the subject was this. It doesn't mention any comments from Sony, and apparently the author of the infringed library never responded to attempts at contact.

30
General discussions / Newb question about LGPL license
« on: January 18, 2010, 04:42:49 pm »
Quote from: "panithadrum"
Hmm Anyone really cares about that? I think licenses are like a giant dark ball of sh*t, just drives me crazy and confused :P

Is someone going to check what you use and what licenses are you breaking?


Some organizations make a tidy business of doing just that. For example, http://en.wikipedia.org/wiki/Software_Freedom_Law_Center

Pages: 1 [2]
anything